03-07-2018, 11:39 AM | #651 | |
Join Date: Jan 2018
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Re: The Fantasy Trip
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No NPC has ever accused me to favor the PCs :-) |
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03-07-2018, 11:49 AM | #652 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: The Fantasy Trip
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03-07-2018, 02:10 PM | #653 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
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Nor did I say at any time that " you said x." Perhaps you should re-read MY post at this point. What I did do was point out that your argument was focused on a single approach and that other approaches, equally valid, could be used to bypass the issue you were raising. In effect, I explained - with examples - exactly how and why that specific rule, if adopted, doesn't necessarily affect the TFT experience as directly as you think it does. (And, I'll note in passing that ecz summarized the exact same point in HIS response; so where's the hostile response to him?) And finally, since I didn't ASK any "other" questions in my post, I have to ask whose post you might be referring to in that regard. Clearly it wasn't mine. Thank you. P.S. What's your point with that little sally? |
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03-07-2018, 06:29 PM | #654 |
Banned
Join Date: Mar 2018
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Re: The Fantasy Trip
In order to effectively answer your latest question of me:
One would need to go back and review the content of a topically unrelated post I authored on this same thread - being: post 653 - wherein I referenced Aleister Crowley, the English self-styled Ceremonial Magician (1875-1947), who co-oped the number: 666, from The Book of Revelations:13:18 - on the topic of: Accidentally Summoning a Real Demon in TFT. 666, coincidentally, also being the EXACT number of your unexpected post and question to me. Additionally, the (in)famous valediction Crowley employed when closing a correspondence was: "Polemically Sent". I found the coincidence and timing of all these things, as I wrote: "Fascinating". When asking you in reply, if you had noticed that your post was numbered as: 666, and I included the aside and reference to: "Polemically-Sent", apparently this was interpreted as a Non-Sequitur. I trust the above has made everything clear for you. However, I really must close now and secure the barn, as it seems some friendly-prankster has been diligently - though unsuccessfully - attempting to get my goat. PS - Don't call me: "Little Sally". :-) |
03-07-2018, 07:04 PM | #655 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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The space between the quick and the dead.
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In my rules which I outlined before, it is not too hard to save someone at -3 to -4 ST. Beyond that, it gets very difficult. So in my game, at ST 1 or 0 you risk unconsciousness, From -1 to -4 you risk unconsciousness and will die if you are not treated soon. Much beyond that you will likely die. So instead of a 1 ST wide gap where you are incapacitated but not dead, there is about a 5 or 6 point gap. This feels about right to me. If you are quite strong, that gap is a bit wider. GURPS has a VERY wide gap where people can still be living. (I believe that a 10 HT figure must reach -50 to be sure of killing them.) I think that is far too forgiving. Warm regards, Rick. Last edited by Rick_Smith; 03-07-2018 at 07:34 PM. Reason: spelling mistake. |
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03-08-2018, 12:54 AM | #656 | |
Join Date: May 2015
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Re: The space between the quick and the dead.
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I think it's actually a clever way around the fallacy that wounds simply add up to a point where someone dies. Making someone certainly dead immediately by hitting them with many wounds that don't hit anyplace vital, probably should take much more than it takes to just incapacitate someone. My only biggish gripe is how big the role of HT is in determining how well someone responds to injury (easily adjusted by house rule, of course). Not that I'm saying TFT ought to go that way, but I think the 1-point margin between unconsciousness and death, while traditional, is also pretty extreme. |
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03-08-2018, 10:46 AM | #657 | |
Join Date: Aug 2004
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Re: The Fantasy Trip
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And if that means a by-the-rules GM feels the need to give monsters the same benefit, well, I don't see it mattering often (if ever). A defeated monster is actually still alive? Big deal; by the time it heals up, the heroes are 500 leagues and a half dozen play sessions away. Actually, I think there's a solution that should make everyone happy. If someone hasn't mentioned this already: In classic TFT style, keep the death thing pretty strict. Set a level of negative HP (equal to -ST?) that means "tough luck, you're dead". Maybe set a very small range of negative HP that means "you're out of the fight but you'll survive". But - here's the key - let the range between those two mean "you're still alive but definitely dying." That should work the way we want for both PCs and monsters. PCs in that zone (and they may visit there a lot) are dying, but that's OK – as long as there's a surviving comrade to provide potions, healing magic, or just bandaging after the fight, the downed PC will (probably) survive. That's good for campaign play. Dying monsters, meanwhile, almost certainty won't survive. Lone monsters have no comrades to provide aid. Bestial/dumb monsters may have comrades, but don't have healing spells or skills. No need to worry about whether the PCs truly finished off the beasts. Just let 'em bleed out and die. The only exceptions will be monsters with surviving comrades who may be able to effect a rescue. And that could lead to dilemmas: "I don't care how many arrows we stuck into the Orc chieftain; we gotta go back and make sure he's dead!" "No! There's no time! More Orcs are pounding down the doors!" Yeah, that can be a tough call for the players. Which, I think, is exactly the sort of thing we're looking for in the game!
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03-08-2018, 10:55 AM | #658 | ||
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
My second question, you mean?
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Hardly. You failed to respond the vast bulk of my reply, so agreeing that this "made everything clear" would clearly be wrong. However it does clarify your obscure "P.S.", so there's that. There you go again, accusing me of something I never desired or tried to do. It would be nice if you stopped attributing motives to me that simply aren't true. |
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03-08-2018, 04:50 PM | #659 | |
Join Date: Jan 2018
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Re: The Fantasy Trip
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If the Orc chief is rescued like in the Hobbit Movie then we have a powerful villain to prod the PC's with. No need to hack them up. Now if we are fighting Tollenkar and take him down maybe we slit his throat just to be sure, or more likely take his body to the Duke to prove our value. What an adventure that could be, especially if some of the party is also wounded. |
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03-08-2018, 05:11 PM | #660 |
Join Date: Jan 2018
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Re: The Fantasy Trip
Everyone has been talking about ways to get more talents, adjusting some of the talents make sense. For example Fencing is too high compared to Thrown Weapons (+2DX and ready weapon same turn)3 IQ vs 2 IQ. But I don't think that will solve all the problems, nor is what I am suggesting going to solve all the problems this is just food for thought.
I would want to go with a KISS approach, so that knocks out mIQ and Rick's Superscripts these work but they aren't my cup o'tea. If we were to do something like give one 2 Pt talent for free, up to the beginning character's IQ. In other words a 10 IQ character would have 12 pts to play with. He wouldn't have to use all his IQ either I often save points for when I get another IQ point. This coupled with a steeper Exp grade at 40 attributes would limit bloat, and give enough talents to make individualized characters. Is this perfect? No of course not. Though it does allow for additional talents without having to rewrite most of the rules. Last edited by Bayarea; 03-08-2018 at 05:12 PM. Reason: bad typist |
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in the labyrinth, melee, roleplaying, the fantasy trip, wizard |
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