06-27-2019, 12:16 PM | #11 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Upgrading Healing Potions
This is a separate category of thing: is the interesting part the actual combat, or is it preparing for the combat (again, this comes down to player preferences).
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06-27-2019, 01:20 PM | #12 | |
Join Date: May 2019
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Re: Upgrading Healing Potions
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I guess I was responding to the idea that " the type of healing available should determine the kinds of fights you should arrange in your dungeon". Which I found an odd idea, as I don't see it as the major factor in combats at all. Realistically, every creature should only fight as a last resort, since it is so lethal. People should certainly need a very good reason to fight to the death. IMHO. |
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06-27-2019, 02:02 PM | #13 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Upgrading Healing Potions
In general tactically interesting combat is a result of a strategic failure, and RPGs are no exception.
The set of fights you expect the PCs to make it through is determined by the availability of healing. |
06-27-2019, 03:07 PM | #14 | ||
Join Date: May 2015
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Re: Upgrading Healing Potions
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If the party is clever and/or tactical and/or stealthy and the enemy doesn't know they're coming, they may be able to face 4 or more equal opponents without much loss of any injury. Or not, or the opposite. That's where the gameplay and challenge and risk come in. If I could pre-calculate the odds of outcomes, I'd stop playing (and in fact after many years of play, when we got so familiar with TFT and our characters were so strong that we almost could do that, we did stop playing and started redesigning until GURPS came out). Quote:
Instead, I want an adventure location to be like an actual place, and visiting it to be like actually visiting an actual place. I.e. I want to have in it things that make sense to be in it. And I want those things to behave like those things would behave. A group of adventurers should try to be careful and learn what that is, and if/when they find it has more in it than they can handle, they should switch to doing things to avoid getting killed by whatever that is. So if a place does have several dispersed groups of 1-3 inhabitants, and a group of 4 invaders shows up, those inhabitants should probably use their knowledge of the place they're in and know about, to avoid being outnumbered and killed piecemeal, latch doors and run to gather a bunch of other inhabitants so they can try to deal with the intruders (player party) in a stronger group, etc. Last edited by Skarg; 06-27-2019 at 03:16 PM. |
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06-27-2019, 03:15 PM | #15 | ||
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Upgrading Healing Potions
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06-27-2019, 03:17 PM | #16 |
Join Date: May 2015
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Re: Upgrading Healing Potions
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06-27-2019, 03:18 PM | #17 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Upgrading Healing Potions
In that case, my original numbers stand. The effects you describe change the randomness of the results but not the average.
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06-27-2019, 03:45 PM | #18 | ||
Join Date: May 2019
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Re: Upgrading Healing Potions
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06-27-2019, 05:07 PM | #19 |
Join Date: May 2019
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Re: Upgrading Healing Potions
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06-28-2019, 04:56 AM | #20 |
Join Date: Nov 2017
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Re: Upgrading Healing Potions
That's true, always, but problematic if you are running say, preprogrammed adventures like DT or the DCGs books. Players have less agency in those sort of situations and most existing TFT modules are of that nature, unfortunately. :(
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