01-08-2018, 04:48 PM | #191 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: The Fantasy Trip
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Last edited by tbeard1999; 01-08-2018 at 05:03 PM. |
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01-08-2018, 04:53 PM | #192 | |
Join Date: Dec 2017
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Re: The Fantasy Trip
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While we're on the topic, I also give a +1 damage per 2 full pts of ST by which you exceed the requirement for a weapon, up to a maximum of double the standard damage, and a 1 decrease in the DX and MA penalty for shields and armor for every 4 points by which your ST exceeds their requirements, up to half the standard penalty. YMMV, etc... |
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01-08-2018, 05:11 PM | #193 |
Join Date: Dec 2017
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Re: The Fantasy Trip
JLV is this the melee simulation you were looking for?
https://sites.google.com/site/fuhrma...evealtoprivals |
01-08-2018, 05:20 PM | #194 |
Join Date: May 2015
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Re: The Fantasy Trip
One set of house rules that I think works well to solve a number of problems without making things un-TFT-like is:
* Have a steep curve cost table for improving attributes (at least as steep as the Codex one, probably steeper at least after the first few extra points). * Allow increasing memory points (mIQ) without increasing IQ, for half or less of what it costs to increase attributes. * Allow increasing mana and/or fatigue (fST) without increasing ST, for a similar low cost. * Add various talents that allow other ways to improve characters. * Add a difficulty adjustment to EP awards (mine takes into account armor & magic/quality bonuses) so slaughtering shadowights, hobgoblins, and low-level opponents is no longer massively more rewarding for the risk than fighting strong opponents. The results: * Reduces the rate at which characters start to get very powerful. * Removes unwanted high-ST wizards. * Removes characters unable to learn new tricks without excessive spending in IQ, and characters with a variety of talents also necessarily being quite high-IQ. * Gives characters more interesting and varied ways to improve, and new sorts of abilities. * You can add talents for different levels of mastery in various weapons without making it improbable anyone will be able to learn them. * You can add talents which also reduce the attribute bloat while still letting characters improve. * Improvement can be in specific things rather than having characters that are just super-good at all things covered by an attribute. * If you add talents that increase defenses, that could be part of a solution for the lack of defensive ability (though I'm not sure this is the best way to do that, it can make it so you have some defense specialists without being Unarmed Combat masters). * If you add armor-wearing talents, you can sneakily address the issue that now many people don't believe armor would reduce your DX as much as it does in TFT, without having them have to get ST 18+ to do so. (i.e., I recommend having armor talents whittle down the DX penalties, rather than increase them if you don't have them - solves about three problems at once). * People might actually get Unarmed Combat beyond level I or II without having that be the main use of all their IQ points. * No need for the (charming but silly) rules about intentionally forgetting talents or having the Wizard's guild or a dragon erase your mind to make room for new talents. |
01-08-2018, 07:14 PM | #195 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
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(Edited to add -- after reading through the Rivals Analysis, I think it was all the same analysis -- just talked about in two different places. My mind, she is a sieve!) Last edited by JLV; 01-08-2018 at 07:31 PM. |
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01-08-2018, 07:17 PM | #196 |
President and EIC
Join Date: Jul 2004
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Re: The Fantasy Trip
That "rivals" analysis is especially interesting.
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01-08-2018, 07:19 PM | #197 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
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(By the way, I put "objection" in quotes because it's really more of a personal pet peeve of mine -- I LIKE only having to keep track of three attributes! But I realize I'm probably in the minority here since a lot of people seemed to have added new "attributes" one way or another...) |
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01-08-2018, 08:18 PM | #198 |
Join Date: Dec 2017
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Re: The Fantasy Trip
There are lots of imaginable revisions or additions to the game that could change it in basically harmless ways, introducing options that don't fundamentally change game play. I think of the personality rules in the original as being this sort of thing: I'm sure it seemed like a fine idea on paper, and perhaps some groups make much of it, but mostly it is just a colorful aside to the main business that takes place at the table.
But one thing the game won't tolerate is a quantitative change that upends the basic balance of power in combat, i.e., the trade offs between ST, DX, equipment and talents. Any new rule that lets a character short-circuit the arms race among combatants would undercut the qualities of the game as a combat engine, which is both the foundation of the system and perhaps its strongest suit. So, I think good new rules in this system hold up to a clear-eyed quantitative analysis of what they do to the trade offs between DX, damage, protection, range, etc. They are so well engineered as they are that they are easy to break with an ill judged change. |
01-08-2018, 08:36 PM | #199 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: The Fantasy Trip
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01-08-2018, 08:38 PM | #200 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: The Fantasy Trip
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Of course, if I were to engage in heresy, I’d lobby for a Perception attribute. That would be very useful for fantasy campaigns. You could even base missile attacks on a perception roll rather than DX. But I’m not a heretic. |
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Tags |
in the labyrinth, melee, roleplaying, the fantasy trip, wizard |
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