02-16-2018, 09:54 AM | #41 | ||
Join Date: May 2013
Location: Tyler, Texas
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Re: The Fourth Attribute...
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Obviously, expanding the 3 TFT attributes to 6 or more attributes would fundamentally alter the game. It might still be fun to play, but it wouldn't be TFT. You could probably add one more attribute without damaging TFT. BUT...you need to be careful about nerfing character archetypes when you do so. That is one of my problems with a HT attribute - assuming it's also used for hit points rather than ST. And I think it dubious to NOT base hit points on health, rather than ability to lift weights. With only 8 points to add, players would find it much harder to build a decent beginning fighter. And I think one of TFT's strengths is that beginning characters are viable far more than in games like D&D. So my question is - is HT the most *important* stat to add? If so, why? Personally, I'd rather add a Perception attribute or split DX into manual dexterity and agility. Of, for a modern/sci-fi campaign, perhaps an Education attribute. At the end of the day, certain compromises will be required if you're gonna have three (or four) attributes. |
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02-16-2018, 12:26 PM | #42 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fourth Attribute...
Probably, but the real issue is that I think GURPS did that because of all the commotion over doing so with TFT!
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Regarding Mana -- again, it seems to me that it would be foolish to treat it as a separate attribute. Simply give the Wizard a number of Mana points equal to IQ (or IQ x2, or whatever) which he then uses INSTEAD of ST points to cast spells. No longer does he need to have muscles in his earlobes in order to cast spells... In fact, if you wanted to further differentiate Wizards from the common run of people, simply state that common folk have Mana equal to IQ/2, while Wizards have Mana equal to IQ x 2! Nobody needs to have a "dump stat" then (which doesn't make any sense at all, in TFT, by the way -- you either put points into a stat or you don't; that's your only two choices. Wasting points on a stat you can't use is the height of stupidity.). Mana is just another aspect of IQ. Last edited by JLV; 02-16-2018 at 12:34 PM. |
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02-16-2018, 01:58 PM | #43 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: The Fourth Attribute...
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It's not really necessary if you're playing just Melee/Wizard as one-off games but with TFT as an ongoing campaign game it has many advantages. For a start it allows a lot more variety in creating beginning characters; instead of 8 points to add to 3 attributes you now have 16 points to divide between 6 attributes. Wizards are less inclined to assign points to ST as they need HT/CON to power spells. They are also less inclined to assign points to Agility as they cast Spells with Dexterity. Fighters are less likely to assign points to IQ as they need simpler Talents. They may also assign less to KN (Knowledge - the Talent point aspect of IQ) as they may only need a few combat talents. Other characters have more freedom to mix and match. I only ever played TFT this way and would never consider using only 3 attributes for campaign play. |
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02-16-2018, 07:17 PM | #44 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fourth Attribute...
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(I say this with absolutely no intention to be insulting or sound snarky -- I'm simply stating a fact. Likewise, never having worked on a jet engine, I don't think I'd have much basis for urging a "better" way to build one...) |
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02-16-2018, 07:28 PM | #45 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: The Fourth Attribute...
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I also think it highly unlikely that the new version of TFT will have 6+ attributes. |
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02-16-2018, 07:35 PM | #46 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: The Fourth Attribute...
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At the end of the day, I’ve mused over zillions of changes to TFT. But when I got down to actually running campaigns, I ran it relatively straight up. I did make playability adjustments - nerfing boomerangs and certain other weapons. I amended certain talents to work more as I envisioned them. But most changes were minor modifications. I did add a defense attribute to one campaign to explicitly allow lightly armored swashbucklers to be viable. It worked fine, but I don’t think we used it in later campaigns. And unlike some, I never saw any need for a HT stat. But as I disclosed, Wizards weren’t very popular in my campaigns for some reason. So I never ran into the Conan the Wizard problem. Anyhow, my point (such as it is) is that we should probably try to help Steve improve TFT, not redesign it. Granted, the distinction between them can be blurry. |
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02-16-2018, 07:52 PM | #47 |
Join Date: Nov 2010
Location: Arizona
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Re: The Fourth Attribute...
Agreed. I think what we are really looking at is minor adjustments, not complete re-design. However, the premise of adding a fourth Attribute does tend to cross more into the "re-design" category than remain in the minor adjustment range! ;-)
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02-16-2018, 08:32 PM | #48 |
Join Date: May 2013
Location: Tyler, Texas
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Re: The Fourth Attribute...
No question about it. I was genuinely curious as to why HT is the one that folks seem to demand the most. As noted, I can think of another attribute that I’d rather have (Perception), although I think TFT is fine without it.
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02-17-2018, 03:01 AM | #49 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: The Fourth Attribute...
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I would consider articles and variants published in the Space Gamer as "official" and the 6 attribute system came from such an article and was not my own invention. Therefore I was using an officially sanctioned variant. Did you never read any of the magazines? |
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02-17-2018, 11:46 AM | #50 | |
Join Date: May 2010
Location: Alsea, OR
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Re: The Fourth Attribute...
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