01-15-2018, 09:59 PM | #311 |
President and EIC
Join Date: Jul 2004
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Re: The Fantasy Trip
I was never a smith, but a good SCA friend was.
If you have a hammer, an anvil, a forge, and a grinder - all of which are required to make a farming tool like a scythe - then you can also make heavy metal hitting-sticks and give them a sort of an edge. Balance? What is balance? It's a long way from there to a "real" sword, and a long way from THERE to the finest products of the swordsmith's art. But at the bottom end of the weapons market, the crudest heavy metal hitting-stick beats the heck (literally) out of an improvised wooden hitting-stick, let alone no hitting-stick at all. Digression: I had one rattan sword, once, that was so nicely balanced for my arm that it made me believe in dexterity bonuses. Reading about fine weapons is all very well, but experiencing one is neat. |
01-15-2018, 10:35 PM | #312 | |
Join Date: Jan 2018
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Re: Melichor's new weapon talents.
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Also, I was considering a revival roll for physickers on dead characters. Something similar to roll the body in Dungeon Crawl Classics RPG, i.e. you've been bashed to 0 or less. The physicker rolls 4 dice vs. IQ to try to revive you (similar to drowning.) The character would accept a loss of attribute on success. Any critiques? I've always liked the dead is dead in TFT, but the roll the body mechanic might work for it. Plus the howls of victory and lamentations of failed rolls seems to be the heart of role playing. |
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01-16-2018, 12:02 AM | #313 | |
Join Date: Dec 2017
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Re: The Fantasy Trip
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One of my biggest issues with TFT, as much as I loved it, was the lack of a defensive rating based upon the target's skill and speed. It's been years since I've played GURPS, but I recall GURPS (and I got in when Man To Man was first released) felt a bit "too much" for me compared to TFT. But I DID like the Defensive Rating. This is just one example of something that could really use a tune-up in the system. I supported the Dungeon Fantasy kickstarter, but have not read through it yet. The resurgence of TFT is a good motivator to re-introduce myself to GURPS and see what I think after all of these years. It'll be interesting to review how GURPS and TFT differ. Glad I got that copy of Dungeon Fantasy :) Also, being an AI junky by trade, it would be very cool to introduce one (or both) of the following: (1) a tablet/ipad app for running the AI; (2) an analog (cards? table/dice?) system for managing enemies (ala Kingdom Death: Monster, Gloomhaven, etc.) in programmed/solo adventures. If TFT became known as an ideal solo-play system (or co-op play) that had a "best of breed" AI system, I think that could be a major differentiator. |
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01-16-2018, 08:49 AM | #314 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Dying in TFT - Revivals and When do you die.
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I'm not quite sure what you are saying in the first paragraph. Expand? As for revival rolls, my thoughts on death and dying in TFT ran along these lines. In real life it is pretty easy to be knocked unconscious and live. But in TFT it is a knife edge. A person knocked out is on the ragged edge of death. Also in TFT, there are no mortal wounds and you never see people who are dying, and give out some final bit of wisdom before they pass. So in my rules, people at 1 or 0 ST may pass out. People who are at negative ST are mortally wounded. They slowly take damage until they die. So my rules allow people to be hurt so bad that they are: -- down helpless and unconscious. -- down helpless and conscious. -- down helpless, mortally wounded, and unconscious. -- down helpless, mortally wounded, and conscious. People who are morally wounded can be stabilized. If you make the roll, the person stays at negative health, but are stable and don't lose more hit points over time. These rules are more realistic, are more dramatically interesting and reduce the mortality rate of my PC's. I thought all those things were good. That said, I'm not 100% happy with my rules, they are a bit more complex than I would like. But they don't come up that often, so I'm worried less about them than something that slows the core combat game flow. I don't penalize attributes as the person was really not dead. If they WERE dead, they lose 5 attributes like a Revival Potion. I think that a 4vsDX roll to revive someone is too easy. My rules are more complex: you take how far you are into the negatives, and double it. That is the number of dice you roll. So if you are at -4 ST, the physicker needs to make an 8 die roll (verses victim's basic ST + physicker's DX). But expert care can reduce this a bit. The upshot is that saving someone is easy if they are at -1 to -3 ST, but gets very hard, very quickly. Did this answer your question? Warm regards, Rick. Last edited by Rick_Smith; 01-16-2018 at 08:52 AM. Reason: Added more detail to saving throw example. |
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01-16-2018, 10:49 AM | #315 |
Join Date: Dec 2017
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Re: The Fantasy Trip
I think 'dead is dead' is a pretty essential part of TFT. Nerfing the injury rules and putting in free healing would put the game on the same trajectory D&D followed in 4E and 5E, to its detriment.
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01-16-2018, 10:56 AM | #316 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Dead is Dead?
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;-) More seriously, I'm not sure what you mean by 'free healing'. Warm regards, Rick. |
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01-16-2018, 12:02 PM | #317 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
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So maybe, if you wind up at "0" hit points exactly as a result of the enemy's attack, you are knocked out and in the process of dying -- if someone doesn't "stabilize" you within, say, half an hour, 15 minutes, something like that, you die. if they DO stabilize you, you can undergo healing at normal rates once you're someplace where healing can take place. But, in order to "stabilize" you, THAT'S when the Physicker has to roll 4/IQ (or whatever is appropriate) to make the "save." And maybe a Wizard can use a healing spell to do the same thing, but instead of actually restoring hit points to the "0 hit point" guy, it only prevents him from dying. And maybe the same with a healing potion -- instead of restoring hit points, it only prevents a guy with 0 hit points from dying... None of this is a "recommendation," but instead just thinking my way through a possible "compromise" on this issue, since a lot of people DO feel strongly that there ought to be some chance to "save" a dying character... (Edited to add: I've always wondered, as people came up with ways to heal others, whether or not there ought to be some kind of "limit" on "extraordinary" healing -- like with magic or potions -- so that an injured guy can only benefit from them once, and then after that has to heal normally. But I'm not clever enough to figure out a simple way of doing that, and to be part of TFT it should be a simple, straightforward rule with universal application and which DOESN'T add a ton of record keeping to the game...) Last edited by JLV; 01-16-2018 at 12:06 PM. |
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01-16-2018, 12:51 PM | #318 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: The Fantasy Trip
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01-16-2018, 12:57 PM | #319 |
Join Date: Dec 2017
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Re: The Fantasy Trip
There is already a provision for being incapacitated but not killed. And the damage rules provide for effects that occur before death (knock down and various penalties). So, I don't think the game would be structurally changed by adding a 'stay alive at 0' rule - it would just constitute a kind of grade inflation, where the robustness to damage increases simply because we want characters to survive longer.
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01-16-2018, 12:58 PM | #320 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Rick's healing spells
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Tags |
in the labyrinth, melee, roleplaying, the fantasy trip, wizard |
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