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Old 02-11-2018, 09:49 AM   #19
tbeard1999
 
Join Date: May 2013
Location: Tyler, Texas
Default Re: The Fourth Attribute...

Quote:
Originally Posted by Chris Rice View Post
Yes, but it was some time ago, so the details are somewhat hazy and I'd already altered the base game somewhat to six attributes among other things. Instead of awarding experience points after adventures I gave "Hero points."

These could be used in a variety of ways. For Wizards and Clerics they could be exchanged into Magic points and Faith points respectively to fuel spells. They could also be used (at great cost) to increase attributes. Their main use however, was as an in-game device to modify dice rolls in favour of the characters. These points regenerated between encounters and became a sort of indicator of a character's power; so a level 6 Hero had 6 Hero points and so on.

We all liked the extra dynamic these added to play. In addition Marius the ST12, DX12, leather armoured fighter didn't have to become Marius the ST20, DX20, plate Mail armoured fighter. He could retain the same characteristics but become much more powerful through Hero points.
I've been thinking more about this system. I think that TFT works very well, unmodified, through 38 points or so. But I don't personally have a problem with increasing attributes. So, here's a proposed variant based on your system.

Characters may only add six additional attribute points through accumulating EP. (Wizard spells of IQ 19-20 might need to be reduced to IQ 18. Also, need to figure out what to do with Lizardmen and characters that only earn half EP.)

After adding 6 attribute points, each additional point earned by EP will be converted into 2 talent points or X Karma points (KP). Karma starts out at 0 for all characters. Depending on the power level of the campaign, each attribute point will yield 1-4 Karma points. 2 is probably a reasonable average.

Karma is used up, but will be recovered by X hours of rest/meditation. I think it would be ok to allow characters to take Karma even if they haven't added six points. Anyhow, Karma is used to activate various abilities as you listed. Some ideas:

Add 1 to any attribute for 1 minute
Modify any of your rolls by up to 2 points*
Modify any opponent's rolls by up to 2 points*
Have a flash of inspiration
Remember to have brought something that you forgot
Make opponent fumble - 3/DX roll or he drops his weapon**
Make opponent stumble - 3/DX roll to remain standing**
Make opponent re-roll a damage or to hit roll
Make opponent re-roll any other roll
Re-roll a to hit roll, damage roll or any other roll
Add up to 2 ST to a spell
Add 2 to any attribute for 1 turn (When the bonus ends, your current attribute drops by 2 or to 0, whichever is better).
Quickdraw weapon - (i.e., ready it and use it in same turn)
'Tis but a Scratch - Once per adventure, spend 2 KP and convert one wound into 1 point of damage
I Got Better - heal 2 points of damage (limit this per day)

Etc...

KPs are allocated in reverse initiative order, if it matters.

I'd allow a figure to use (say) 2 KPs at one time. Or, this can also be keyed to the power level of the campaign. It may also be reasonable to limit the total number of KP that can be used in a given encounter. 3 sounds good to me.

*Means you have to declare that you're doing this before you roll. If you do it after you roll, the KP cost is doubled.

**This can only be done successfully to a figure once per combat.
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