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06-02-2018, 04:41 PM | #1 |
Join Date: Feb 2018
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Adventure team of Four
OK, there is a good collection of some individuals here who love TFT and have played it perhaps, since 1977.
When we started, experimentation was the rule, to try and see if we could break TFT or a GM or a programmed module, within the rules, within the spirit of the game. What I would be interested in would be what do you think is a good four character party that has the best chance of successfully exiting, say, Death Test II against a competent and aggressive GM? And let's say, 35 points each. This surely will be happening once again in 2019 as TFT becomes available to the uninitiated. And finally, *which* character would you want to be to gain the most EP and survive the test, knowing that you can only trust your comrades to a small margin, everyone acting primarily to gain what they can, regardless of the rest of the party, and even sometimes resulting in direct attacks against other party members. We tried variety in skills and abilities, various mixes of ranged and special talents, magic, etc. The most surprising win was my brother's suggestion for a team of four wizards! The dynamic tactics he put to use were quite ingenious.:) |
06-02-2018, 05:16 PM | #2 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Adventure team of Four
I seem to remember Halflings with dagger marksmanship were banned in our games after a particularly bad serous of encounters. Perhaps 4 of them would be a handful. Or perhaps 3 of them with a damage magnet, say a fighter in heavy armour for opening chests and such
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06-02-2018, 05:33 PM | #3 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Adventure team of Four
Quote:
Regards, Rick Last edited by Rick_Smith; 06-03-2018 at 11:02 PM. Reason: spelling error, darn autocorrect! |
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06-02-2018, 11:03 PM | #4 |
Join Date: May 2015
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Re: Adventure team of Four
I know what I think are some winning formulas, though I think they're appropriate and wouldn't call them broken. I think though that it's fun for people to play and find their own mixes - it seems more likely to spoil fun than to enhance it if I were to list what I've seen work.
I would say that I think 35 is about the point where you can beat Death Test I or II, though DT II is harder than DT I, and having ITL combat talents is worth at least a couple of points. |
06-03-2018, 01:06 AM | #5 |
Join Date: Nov 2010
Location: Arizona
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Re: Adventure team of Four
I'm kind of with Skarg on this one -- I'd hate to spoil the fun for any newbs that read these pages.
But yes, I had my preferred mix of four... ;-) In the end, I think all those preferred mixes had a lot more to do with the player than they did the actual rules though -- what you felt most comfortable with seemed to work best for you in the many times we played the Death Tests back in the day... |
06-03-2018, 06:30 AM | #6 |
Join Date: Mar 2018
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Re: Adventure team of Four
LOOK AWAY NEWBIES FROM THIS SECRET KNOWLEDGE (those who have been playing since 1977 will be safe)
Nowhere near as creative as your brother, but I think these 4 will do the job F1: 11/15/9 long bow, no armor talents: bow, missile weapons, running Sniper/suppressive fire, attacks with long bow 2x F2: 11/16 (13) /8 spear, chainmail talents: pole, running F3: 13/14 (12)/8 halberd, leather talents: pole, running The charge-attack brothers engage after opponents softened by long-range action. Their raison d'etre is to deal 8 damage and knock opponents down before they ever get a chance to attack. F4: 11/13/11 wizard: illusion, lock/knock, aid,staff talents: literacy, physicker Stays safe, creates troublesome illusions of bears & gargoyles, heal wounds Last edited by RobW; 06-03-2018 at 06:34 AM. |
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