12-31-2017, 02:53 AM | #11 | |
Join Date: Aug 2004
Location: In the UFO
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Re: The Fantasy Trip
Quote:
The main problem I found in TFT combat was that, barring the silly Unarmed Combat rules, it was "all offense." You couldn't play something like a cinematic swordfight involving light armored or unarmored fighters, because fighters only increased in attack ability (higher DX) but DX never improved your defensive ability. This is not a fault in the rules _as a game_ but it is a problem as a roleplaying game, because it makes certain common characters hard to play. I've seen various fixes for it - the 'abort to parry' (roll vs. DX but lose your next turn and retreat 1 hex is cute, but can get tedious), the GURPS parry (parry at half DX plus 2-3), the "high levels of Fencing talent impose 4d or 5d attacks" (two powerful in my book), the "extra HPs" etc. but it remains the single biggest issue I have with the system. At the same time, such fixes also risk slowing down the game and interfering with its existing balance, so I've never been quite happy with them, though the GURPS style works the best for me since it fits well with players who also play GURPS. When I ran the anime Fight: Iczir One with variant TFT rules and grafted on super powers and mecha rules, I used that version plus a GURPS-style dodge mechanic. Mind you, I've still used TFT "as is" for games where the characters are going to play somewhat stereotypical bruisers or where combined arms magic /spellcasting is common. Oddly enough, however, if you do use TFT for a modern or future setting this is less important as the emphasis is more on ranged than gun combat.
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Is love like the bittersweet taste of marmalade on burnt toast? Last edited by David L Pulver; 12-31-2017 at 02:57 AM. |
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Tags |
in the labyrinth, melee, roleplaying, the fantasy trip, wizard |
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