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Old 12-31-2017, 01:14 PM   #44
Skarg
 
Join Date: May 2015
Default Re: December 26, 2017: The Fantasy Trip Returns Home

Quote:
Originally Posted by JLV View Post
I also agree that the players ought to have the option of some kind of defense (and that the existing Dodge rule is bit off and should probably be better framed). the GURPS Parry rule works well for that purpose. Of note, however, the tactical time scales in GURPS and TFT are very different -- TFT's tactical turns are 5 seconds (which is an eternity in a sword fight, based on my fencing experience, with multiple attacks and parries usually occurring), whereas GURPS' are what? One second? Two? So that may influence how Steve approaches the issue (if he addresses it at all).
Yes, lacking some ability-based way to not get killed (other than defense with no offense, or taking all your adjacent foes out first, or having lots of armor) makes a big difference in how the game plays, and I think is a weakness of Melee.


Quote:
One other thing I'd like to see added would be healing magic; that always seemed an odd thing to be missing, though perhaps Steve had reasons for it that weren't ever stated (or at least, that I never read anywhere).
I'd want any healing magic to be optional. Having nothing but possibly expensive low-power healing potions was a case of "less is more", for me. It means avoiding injury, and dealing with the consequences of it, is very important. When you add healing magic (unless it is extremely limited), it often has a massive effect on gameplay, making the stakes much more "all or nothing" and to me, much less interesting in comparison to all my experiences without it in TFT. Suddenly everyone needs/wants healing wizards, tactics change, people expect to be able to get cut up and be instantly all healed, etc.
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