05-09-2018, 03:56 PM | #41 | ||
Join Date: May 2015
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Re: the "outrageous attribute" problem
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However, we did start to feel what I'd call attribute bloat issues, where the PCs, their NPC allies, and the foes who were on par, were expected to make most/all of their DX rolls, largely removing missing as a major element of play unless there were circumstances such as darkness, Aimed Shots, fighting on mountains of dead bodies, the Blur spell, etc. (but even then, those factors were largely overcome by high attributes). Sure, a trap expert is great for detecting traps, but so is the wizard with IQ 20+. Etc. 1) Unless your GM fudges his world so the players are always the best characters on hand, a self-consistent world should have highly-experienced characters in it from the start of the campaign. And as players gain experience and take on more challenging opponents and find more competent allies, some of those characters should naturally be better than the PCs, so you start to get other high-level characters in play with high point totals before the PCs get there. 2) Even worse than attribute bloat were magic items, especially strong self-powered ones that give major battle advantages. If those things exist in your world, it's natural for some of the tougher opponents to be the ones with them, and for players to want to get and hoard them and never take them off. Reverse Missiles and Stone/Iron Flesh, as well as Weapon/Armor Enchantment, are obvious ones that are the equivalent of (or better than) adding several attribute points. The ones that raise armor, particularly stacked with actual armor/shield and/or Warrior/Veteran Talents, and worn by a fighter character with good attributes (37+ - enough to do good damage, wear armor and hit reliably) starts to give characters that totally dominate most characters without magic and 36 points and under. That can either be met with magic, or bloated attributes... or else it will tend to slaughter lower characters very easily. And THAT starts to really make the straight combat game less and less interesting, because (much like in D&D) most people are suddenly almost zero threat to such characters (unless they do something not so satisfying, like abuse the HTH rules, or the peculiar weapon rules, or cast a spell like Freeze). i.e. The problem is the fun weapon combat game that exists for lower-powered characters starts to get removed by high-attributes and magic equipment. 3) But if all you want is a game that is great for a few years until the above elements start to detract from it, TFT certainly does that without need for modification. (For us it was a perfect setup to then want to play GURPS after TFT started to break down for us.) 4) Having seen what players who stuck with TFT have come up with for house rules, and having played a bit with them, I think there are some things that can be done to make it so TFT doesn't break down in those ways. I think there's an exciting possibility there for a game that is as great at high levels as it is at lower levels, which would be something I'd want to regularly play. I think the issues in the way are mainly attribute bloat, the no-defense/miss issue, and stacking armor from magic items that don't require powering, oh and the broken EP system - see point 5) below: 5) One of the things we did that helped extend our campaigns' lifespans (and probably why our point totals were lower than you projected) was we revised the EP system. Flat rewards such as the ITL system are severely bad measures how how difficult a fight is. 36 fighters tend to trump 32 point fighters, and 40 point fighters tend to trump 36 point fighters. And armor and fine weapons and strong talents all make a difference, too. When the EP rewards don't take that into account, PCs get massively more EP by trivially slaughtering weak foes than they do by fighting something challenging. We fixed that by assigning EP based on relative combat value of the opponent, but that took math, so no doubt it would be unpopular... Quote:
Last edited by Skarg; 05-09-2018 at 04:01 PM. |
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05-09-2018, 04:03 PM | #42 | |
Join Date: May 2015
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Re: the "outrageous attribute" problem
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05-09-2018, 05:14 PM | #43 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: the "outrageous attribute" problem
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I totally agree. Even at 14 DX the players hit too often. I counter this by lavishly giving out DX negatives for the environment, etc. But by 18 DX, I just expect them to hit, pretty much of the time. Rick |
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05-09-2018, 05:23 PM | #44 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: the "outrageous attribute" problem
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I agree with this, but also think that the lethality of the game is another major contributor. For years, I was known as a killer GM. People died, and died. Over the years, I've gradually toned it down, and now PC's get more warning if they are overmatched, and unless they are really pushing it, they are pretty unlikely to die. I ALWAYS was pretty stingy with experience points. But I only really started to notice attribute bloat when I stopped killing PC's a lot. But I've seen TFT campaigns where the GM gives the same experience for killing easy opponents as tough ones, and those campaigns always have attribute bloat problems. Rick. |
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05-09-2018, 08:01 PM | #45 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: the "outrageous attribute" problem
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05-10-2018, 09:37 AM | #46 |
Join Date: Feb 2018
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Re: the "outrageous attribute" problem
Don't forget about *negative* experience points. I hand these out when supposed heroes take actions that don't match their characters, actions that they purport to rely on at other times, to intimidate or coerce NPCs. You can't have it both ways, and that sometimes keeps the points down.
When I saw too much pre-game coordination for a big adventure I planned I put in wolves, *armoured* wolves. I got no lack of complaints as the party's pre-planned assault came apart at the seams, and after 30 years it is still a standard tale told of having to face chainmail armoured pet wolves! |
05-10-2018, 10:11 AM | #47 | |
Banned
Join Date: Mar 2018
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Re: the "outrageous attribute" problem
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It's true, and it really is tough to do well. Part of running a successful campaign is the GM's ability to control the EP-economy and inflation-rate; and routinely penalizing players by taking away EP is oft-overlooked tool to that end. The Chairman of the Federal Reserve attempts to control our economy, by raising and lowering interest rates - same thing really. It's not one of the sexier parts of the game, like designing new beasties, but it can make or break a gaming group's campaign in the long-run, if not handled well. JK |
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05-11-2018, 04:21 PM | #48 | |
Join Date: Jan 2018
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Re: the "outrageous attribute" problem
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Sure the players could get massively more EP fighting hordes of lame hobgoblins and avoiding accurately more dangerous foes... if the GM allows this. In my games adventures are weighted on the strenght of the party, so in any case the players have a challenging task. They cannot simply amass EP at low risk, not in my games. The players cannot really reach critical attribute levels unless they play for years of real time every week and have a perfect gaming style (no errors, no poor choices, always focus on what can keep them alive) and also no terrific bad luck. |
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05-12-2018, 01:41 AM | #49 | ||
Join Date: May 2015
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Re: the "outrageous attribute" problem
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05-12-2018, 07:22 AM | #50 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: the "outrageous attribute" problem
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