06-28-2018, 06:56 PM | #11 |
Join Date: Jun 2018
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Re: The Worst Rule in TFT/Melee/Wizard
[QUOTE=Rick_Smith;2187540]Hi farbror,
In my campaign, I've split Illusion up into regular illusions (which do real damage) but can be of a limited number of things, and phantasmals, which don't do real damage but are flexible and can be of anything. Wouldn't that just be an image spell then? |
06-28-2018, 07:13 PM | #12 |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: The Worst Rule in TFT/Melee/Wizard
>> Discussing Phantasms, which don't do real damage.
Hi EbilSteebi. I don't want to post the full Phantasmal rules here, but a brief summary... -- Phantasmals can be disbelieved. -- They can do damage, but if the phantasmal is disbelieved, the damage it did (to everyone) is disbelieved. -- If you are killed by a phantasmal, you think you are dead (and so fall into a coma), but are not really killed. You can't be woken until the Phantasmal is disbelieved by anyone, or the spell expires. The rules are written so that Phantasmals are best at distracting and fooling people, but generally if you want to fight, you are better off with standard Illusions. There are deliberately enough restrictions on Phantasmals that they are not best for fights. Additionally the flexibility of Phantasmals, requires a higher IQ than a normal Illusion, and the fatigue ST cost is one higher. The advantage of Phantasmals is that they can be of ANYTHING. Warm regards, Rick. Last edited by Rick_Smith; 06-29-2018 at 07:48 AM. |
06-29-2018, 12:58 AM | #13 | |
Join Date: May 2018
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Re: The Worst Rule in TFT/Melee/Wizard
[QUOTE=EbilSteebi;2187554]
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06-29-2018, 07:26 AM | #14 | |
Join Date: Jan 2018
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Re: The Worst Rule in TFT/Melee/Wizard
Quote:
about the Physicker to save heros below zero: yes they are helpful, like an healing potion handy, but it's not automatic (unlike potions). The GM assign a roll 4d/DX (or 5d/DX for very serious wounds) to the phyicker. if he fails the hero below zero hits dies in any case. |
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06-29-2018, 08:58 AM | #15 |
Join Date: Dec 2017
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Re: The Worst Rule in TFT/Melee/Wizard
Hmm...I don't agree with most of this stuff, but there is no accounting for taste in these matters.
The only two core rules I think is are significantly messed up are: - Range penalties for thrown weapons are absurdly too high. You have to be an expert marksman to hit someone with a javelin more than a half dozen yards away. Go out in your back yard, pace off a half dozen yards and look at it. - The risk roll for jobs is too easy to 'game' into something that outstrips experience as a way of advancing. (Counterpoint: I've played this game often for ~40 years and run statistical models of how risk rolls work, and I'm convinced the main way you use them to become a superman is by cheating. You are quite likely to get killed by any job that lets you advance quickly yet somehow you never seem to hear people's stories about dying on the job...) |
06-29-2018, 11:08 AM | #16 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: The Worst Rule in TFT/Melee/Wizard
Quote:
I've seen a few people die of risk rolls. Not very interesting stories tho. I agree with you about the thrown weapon ranges. But the rule, "-1 DX per hex" is too easy to dump. I would suggest a new rule... IQ 9 Expert Thrower (1), requires Thrown Weapons. If you attack with a thrown weapon, reduce the range by 3 hexes. Does not work with thrown spells. Warm regards, rick. |
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06-29-2018, 08:11 PM | #17 |
Join Date: Dec 2017
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Re: The Worst Rule in TFT/Melee/Wizard
I think thrown weapons should be -1 per full HM and missiles -1 per 4 (or so) full MH. But what do I know...
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