03-23-2019, 10:55 AM | #1 |
Join Date: May 2017
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Old Adventures and New TFT
I just received my IWIA box last night so I haven't done a thorough reading, but I do know there have been some small changes since my 1st edition set of rules.
Is there a list of the changes between the old version and the new version? Any game changers that would break say "Orbquest" or "Warrior-Lords of Darok"? I did try to dig through the forum a bit, but couldn't seem to find the answer. |
03-23-2019, 11:40 AM | #2 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Old Adventures and New TFT
Character advancement differs in three ways:
To make a high level NPC plausible under the new rules do the following:
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-HJC Last edited by hcobb; 03-23-2019 at 11:45 AM. |
03-23-2019, 02:30 PM | #3 |
Join Date: Dec 2017
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Re: Old Adventures and New TFT
Right; the main issue you'll encounter is that the old modules are full of NPCs that can't arise from normal character creation and experience under the new system. You could just act like you are playing T+T or something and accept that the monsters and NPCs work under different rules than you do. Or descope them.
Another, related peculiarity you will run across is that some humanoids that are suitable for player characters get different point totals when generated as PCs than they do when encountered as monsters (the gargoyle is the clearest example). Similarly, reptile men are effectively 'nerfed'. Presumably this was done so that all PC's encounter the same stat progression curve. |
03-23-2019, 04:09 PM | #4 |
Join Date: Nov 2010
Location: Arizona
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Re: Old Adventures and New TFT
There are also a few new talents and effects, which means you'd need to think about how good the villains/NPCs were in the original rules and possibly adjust their talents a bit to keep them at the same level of opposition. It's more of a guesstimate than something you can easily quantify, though.
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