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Old 09-29-2018, 01:22 PM   #21
Tenex
 
Join Date: Aug 2018
Default Re: Impressions of ITL

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Originally Posted by larsdangly View Post
I'm really loving some of the specific changes to the way some of the talents work. For example, a Master Mechanician in a party can how act as a sort of squad ordinance specialist, setting up nasty traps wherever the party makes camp; the same character would make a great gunpowder weapon expert.
The talent description reads exactly as it did in the original TFT. How is that a change?

I was hoping to see an explicit ability under Woodsman that allowed for the setting of Rambo "First Blood" type traps. Instead, if you want your woodsman to be able to set traps in the wilderness, the only official way this can be done is if he takes mechanician. This doesn't really fit with the woodsy character concept. You end up with a lot of extraneous abilities you may not be interested in.
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Old 09-29-2018, 02:07 PM   #22
Skarg
 
Join Date: May 2015
Default Re: Impressions of ITL

I mostly am enjoying the new TFT editions, and do like a fair amount of the new stuff (on top of generally loving that TFT is being republished, and all the unchanged old stuff that I still love), in particular:

* made standing up occur at the end of the action phase on the turn after someone falls (yay for relevance of falling down!)

* improved the rules for jumping over and standing on bodies

* improved the death rules

* Lightning now can destroy magic items held by people (yay! I had a similar nice house rule for this), without killing them (as was required before).

* attribute enhancers are nicely limited to giving at most a final adjusted stat of 14, and there’s a line warning that GM’s may want to greatly restrict their availability.

* talents/spells expensively buyable in excess of IQ

* new retirement section

* nice comments about making imperfect maps for PCs

* I like much of the new spell/talent/creature content

* halflings now just get Thrown Weapons, no racial bonuses to hit

* I like the added comments about how GMs can adjust things to taste, and wise cautions on some things that can be messy especially for new GMs.
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Old 09-29-2018, 05:18 PM   #23
larsdangly
 
Join Date: Dec 2017
Default Re: Impressions of ITL

I'm loosing my $&!# over the new Liz Danforth art; it is really great, and like a time portal back to the excitement I felt when I first discovered T&T.
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Old 09-29-2018, 05:43 PM   #24
larsdangly
 
Join Date: Dec 2017
Default Re: Impressions of ITL

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Originally Posted by Tenex View Post
The talent description reads exactly as it did in the original TFT. How is that a change?
I claim enthusiasm blindness.
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Old 10-01-2018, 10:14 PM   #25
JohnPaulB
 
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Join Date: Jan 2018
Location: Portland, Maine
Default Re: Impressions of ITL

My impression is that 95% of the content is exactly the same as the old TFT.

and when I say exactly the same, I mean lifted straight from the originals.

I think out of 170 pages, if you consolidated all new or changed rules that comes out to only about 4 pages.

I think this is good as I have friends (and myself) who create house rules all the time, and became worried that there would be heavy changes to the canon TFT. Some of the discussions (including mine) could have changed the game drastically from the original. D20 I'm looking at you!

The crew did a good job in cutting and pasting the subjects together in a proper order and not strewn across several pages like the older book.

I'm very happy with this. It allows me to spend my time making new house rules instead of making repairs to lots of changed rules I might not like.
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Old 10-02-2018, 01:08 AM   #26
finn
 
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Location: Tokyo, Japan
Default Re: Impressions of ITL

My impression as a GURPS gamer is that ITL is more complex then I expected. I assume this is because I have not taken the steps to start with playing Melee, adding Wizards, and then advancing to ITL. I plan to take those steps with my players when I actually run TFT.

I like how ITL discusses Reaction Rolls before Success Rolls. Since you already know Melee and Wizards, the first thing you want to know is whether you need to fight a NPC of not.

I thought it was odd that the text started to discuss "talents" before explaining what a talent is. Though it was not serious for me because I had a good idea of what a "talent" was because I was reading this forum.
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Old 10-02-2018, 04:16 PM   #27
Venomous Filigree
 
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Join Date: Jul 2018
Location: Plymouth, UK.
Default Re: Impressions of ITL

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Originally Posted by Tenex View Post
Please don't restrain yourself this way.



I hardly think that's the case, and I would like to see your thoughts. I plan to heavily house rule my TFT campaign because I don't like a lot of the new canon and SJG didn't address many of what I consider to be significant problems in this new edition.

There is widespread consensus that the wizard's staff stuff is goofy and I can't imagine it surviving in many campaigns unaltered. The Explosive Gems spell didn't get sufficiently explained/nerfed. I could go on, but that's what the House Rules sub-forum is for.

Seriously, it's not like SJG is down on the concept. The publisher of the game actually sponsors a sub-forum titled "TFT: House Rules". Clearly the original author and current publisher of the game don't see this as fragmenting the community.
I love TFT, it was my first (real) experience of RPGs. However nowadays I mainly run one shots at Cons and that pretty much means RAW. So I'll be running with the current rules as is, and for a one shot it's not really an issue (imo).
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Old 10-02-2018, 04:49 PM   #28
larsdangly
 
Join Date: Dec 2017
Default Re: Impressions of ITL

I too am committed to spending at least a few months using RAW, with the caveat that I think anything that adds content without changing rules or violating principles and balance is part of RAW. There are some old house rules I'm working up that are kind of 'piggy in the middle': more structured discussion of how to run campaigns as a series of 1-week timescale turns; movement across detailed maps at scales of tens to hundreds of meters or kilometers per hex; etc. Those things are starting to brush up against the idea of new rules, and I'm trying to figure out how to make them minimally 'rulesy' and more focused on applying existing official rules in different contexts.
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