06-04-2018, 02:35 AM | #781 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: The Fantasy Trip
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Actually there are a large number of simple RPG systems out there, and I've played a few of them; The Black Hack, Risus, Dungeon Squad, Polies and Polyhedral Dungeon, Altars and Archetypes, to name a few. They typically run to only a handful of pages and have simple, logical rule systems. They are my preference for RPGs these days as I don't have the patience for hundreds of pages of rules. These games are almost universally self published by the authors and are often free to download. What none of them have is a true Tactical rules system which can be used with miniatures. On the other hand, a tactical skirmish game like Song of Blades and Heroes has started to evolve towards an RPG with some of its later supplements. What I mean by that is that whatever niche TFT moves into, it will find already filled by other games. This isn't the late 70s/early80s any more. There are hundreds (if not thousands)of competing games out there, and although I'm sure TFT will find a market, it won't be running D&D a close second like it did in the past. There are just too many games. |
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06-04-2018, 03:24 AM | #782 | ||
Join Date: Jan 2018
Location: Sydney, Australia
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Re: D&D does easy healing --> Clone it?
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D&D definitely has the "come in, clean out three rooms, leave to recover" effect. The healing runs out because the clerics have a finite supply of magic before needing to rest. The party needs to make a decision as to whether to retreat to rest or to rest in situ but there's a pause after any really tough fight. For most campaigns I'd rather make healing super-easy, and delete the pause. But there is some campaign-dependence here. |
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06-04-2018, 10:40 AM | #783 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
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And my point wasn't that TFT will take the world by storm necessarily, but rather that it is such a great system that it HAS taken the world by storm in the past. It's still a great system, and does everything the other "simple" games you mentioned do, but with greater consistency, less room for off-the-wall interpretations, and this despite the fact that it's a 40 year-old system. |
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06-04-2018, 12:13 PM | #784 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: The Fantasy Trip
JLV: TFT isn't a perfect system either, as the multitude of posts on these forums proves. Nevertheless, it was my favourite of the early systems and I'm still very attached to it.
I was simply pulling you up on your comment that RPG game systems are now all very complex. That simply isn't true. |
06-04-2018, 12:39 PM | #785 |
Join Date: Dec 2017
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Re: The Fantasy Trip
There are other games that basically don't work as D+D style mega-dungeon crawls. Runequest comes to mind. RQ has healing, but the pace and risk of combat doesn't allow for adventures where you have a dozen fights in a night of play, or go through a hundred or more rooms in one dungeon. The RQ megadungeon is Snake Pipe Hollow, and its a modest affair that can be stripped to the wall studs in 3-4 hours of play. Perhaps the closest they come to a big dungeon is Big Rubble. But the difference there is that Big Rubble is a campaign setting, not a single densely stocked dungeon where you are not continuously exposed to immediate danger of fights for hours on end. In this sense, TFT is more like Runequest than it is like D+D
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06-04-2018, 01:08 PM | #786 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: The Fantasy Trip
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Wasn't the original Castle Greyhawk of D&D a similar idea? |
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06-04-2018, 01:11 PM | #787 | |||
Join Date: May 2013
Location: Tyler, Texas
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Re: The Fantasy Trip - Key Advantages?
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1. TFT is a classic from the Precambrian Age of gaming that hasn't been available in 37 years. See what all the fuss is about. 2. TFT has one of the fastest and simplest character generation systems. And it yields a pretty well-defined character. 3. TFT's combat system is fast AND detailed. As you note, tactics and maneuver are very important. It is superior to 3e+ D&D, GURPS or any other system. As for what would make it a good but different dungeon RPG, here my thoughts, many of which repeat your comments: 1. Big fights are doable. 2. Combat is fast and engaging. Tactics and maneuvers matter. Combats are faster than either 3.5+ edition D&D or GURPS. 3. Combat is more deadly and dramatic (though not so deadly that battles are inevitably bloodbaths). 4. Character generation is a breeze - you can have characters generated in 5 minutes and be playing. Quote:
BUT...I don't generally allow wizards to rest much between dungeon battles. I allow a 15-20 minute break before the monsters start mounting counterattacks. So I suppose the spell IS powerful if you allow wizards to recover their ST between battles. Perhaps it should require more rest for wizards to recover ST? After all, an average wizard (ST10 ish) can recover completely in 2.5 hours of rest, which seems extreme to me. I'd require the lesser of 1 hour per point of ST or 8 hours of *quality* rest. Napping in a dungeon wouldn't qualify... |
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06-04-2018, 02:04 PM | #788 |
Join Date: Dec 2017
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Re: The Fantasy Trip
A liberal interpretation of the Physicker talent (that it can be applied to each separate injury, as opposed to once per encounter) is already more powerful than either SJ's proposed healing spell or the Heal potion already in the game (unless you hand the potions out, or have them freely available to buy, in which case that is obviously the most powerful source of healing). A master physicker can basically get a well armored character back up to good-as-new after most fights, because the damage they take usually comes in small increments.
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06-04-2018, 02:22 PM | #789 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: The Fantasy Trip
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It says in Physicker that you can heal once per combat. I've never seen a TFT campaign where if in a fight you take 4 small wounds, the physicker can heal each of those wounds for 2 each. Warm regards, Rick. |
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06-04-2018, 02:27 PM | #790 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Heal spell used once per day?
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SJ spell is: > Heal (T) (IQ 14) > For each 3 points of ST that the wizard puts into this spell, he/she can > cure one hit of damage on himself or another. Heal will also restore lost > fatigue from spellcasting, etc., but rarely is it practical to use it this way. > Heal will cure HT already lost to disease and poison, but it will not cure > the disease nor make a poison go away. ... No where does it say it can be done once per day. The wizard heals 3, waits for 90 minutes, heals 3 more, etc. If the spell could ONLY be used once per day per wounded figure, I wouldn't be so troubled by it. Rick |
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Tags |
in the labyrinth, melee, roleplaying, the fantasy trip, wizard |
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