08-10-2018, 11:12 AM | #21 | |
Join Date: May 2015
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Re: Healing and survival
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The problem is the premise that your group is going to suffer 125 attacks in an adventure, and that you want a party that gets attacked 125 times to not have people suffer deadly hits. If you suffer 125 2-die attacks (imagine 125 crossbowmen shooting at your party), your party should be annihilated. And it probably will be, even if they don't take and double-or-triple damage hits. If your party manages to get attacked by 2-die weapons 5 times each in a combat, they're either having very dangerous adventures, or they are doing a terrible job, and yeah they're going to have casualties and deaths, whether you use double or triple damage results or not (unless they have layered armor with Stone Flesh or something like that, which BTW double & triple damage are a much-needed possible way around). Again, it seems to me that a big part of play of TFT is arranging to get attacked as rarely as possible. That's why there's a map and situations - they offer ways to greatly reduce the number of times foes get the opportunity to attack you. |
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08-11-2018, 05:56 PM | #22 | |
Join Date: Jul 2018
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Re: Healing and survival
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But 2d damage is not a lot! We now have mastery talents, the old magic weapons, missile spells that can blast you to smithereens, effects that leave you open to insta kills, etc. Take a few HP of damage and even a double damage attack can kill you. Just one swipe from a big weapon can put you in serious trouble and have you knocked out bleeding to death. And yes TFT is all about sneaking around, doing ambushes, find the bottle neck and bring in the over kill to end the fight quickly. But most of those tactical options are made available by the GM in a normal campaign. So it is part of the encounter set up. Will there be three half starved sleeping pirates blocking the exit and no tactical advantages to be found. Or do we have the initiative and can lure half of the pirate ship crew out to a place of our choosing and start the fight with a petard? Opponents tends to scale with both the PC "level" and their options. So if 2d damage seems like a lot it is mostly because your campaign isn't the fellowship charging in to a hoard of Uruk Hai. People do play defensively, but that can be encouraged by increasing the opposition. Or by just letting the players know that the multiple dragons in these caves tends to eat their fallen victims… As a GM it is not hard to make it more deadly if need be by increasing the encounter strength. It is much harder to make it less deadly if just about any opponent can kill you in one blow. :-) |
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