01-17-2018, 02:33 PM | #341 |
Join Date: Dec 2017
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Re: The Fantasy Trip
Fascinating to read this discussion. I am not the TFT expert I was in middle school, but I will dare suggest something anyway.
On differentiating high-points characters from one another: maybe with the inclusion of fST a cap could be set on the ST of wizards but not on fST, so magic-related endurance can keep increasing with experience without Merlin and Gandalf being able to beat Conan at arm wrestling. Not sure whether non-wizards would need a corresponding disadvantage to balance that. |
01-17-2018, 03:55 PM | #342 |
Join Date: Dec 2017
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Re: The Fantasy Trip
Perhaps, but I think something as fundamental as the mechanics for damage, injury, recovery and death should be consistent across all components of a line of related games. That is, Melee/Wizard might present a subset of such rules in the interests of simplicity, but it would muddy the waters if it presented rules that were inconsistent with whatever ends up in ITL (or its equivalent).
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01-17-2018, 05:01 PM | #343 | |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: The Fantasy Trip
Quote:
Specifically, injury/death/recovery is one of the areas where the two games can differ because they have different needs. IMO, that's okay, but that also should be spelled out in the rules. My suggestion is that in a roleplaying campaign, the GM decides, but the default would be that 0 ST = dying and potentially savable. It should also be set and remain the same for a campaign, in the event GMs trade off. In a one-off battle, or even a campaign of arena battles, with heavy PvP fighting, the group as a whole should decide, but the default for these is that 0 ST = dead. We should also remember that we're adults; if someone feels strongly about a character, or someone brings a roleplaying character into a PvP campaign without realizing it, go easy on them; keep it fun for everyone. The rule of thumb should be: in a group with no GM, everyone needs to be playing with the same rules and same set of assumptions; in a group with a GM, the GM sets the assumptions and should make sure everyone knows them.
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01-17-2018, 06:39 PM | #344 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Limits on Healing.
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01-17-2018, 07:39 PM | #345 |
Join Date: Aug 2004
Location: Sparks, NV
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Re: The Fantasy Trip
This is exactly what I hope: An all-in-one box set, as SJ originally envisioned it. Incorporate all the Designer's Errata. Maybe swing in some of the cool Talents and Handicaps published in FG/SG... clarify some of the more troublesome rules (looking at you, pole weapons)... give it a rocking layout...
... and call it a day. Bob Portnell Sparks, NV First TFT Game: 1 Apr 1981 (no foolin') |
01-17-2018, 08:17 PM | #346 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: The Fantasy Trip
Is there a 1-4 page summary of the basic TFT rules mechanics? I've got more than a passing familiarity with GURPS and of course D&D, but TFT passed me by at the time.
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01-17-2018, 08:31 PM | #347 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
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Though arguably, Melee and Wizard WERE quick-start rules... |
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01-17-2018, 08:40 PM | #348 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: The Fantasy Trip
Quote:
For GURPS, as an example, there are several basics. for just combat: 1. Roll 3d6 under an adjusted target number (a skill check), there may be another 3d6 roll under a different adjustment for defense, followed by an effect roll based on Nd6, bigger is more ouchie. (Typical Combat Process) 2. Roll 3d6 under your skill, so does your foe, highest margin wins (Quick Contest), or binary one must succeed the other must fail (Regular Contest). 3. Out of combat, there are also reaction rolls, which are very nearly a "damage roll for emotions," in that it's a roll where higher is stronger effect (like damage) and is one of the few "roll high" mechanics based on 3d6 DnD is basically "roll 1d20 plus a bonus vs a target number" for 5e and the recent editions, and effect rolls are "roll polyhedral dice" in many cases. I'm wondering how the basic combat mechanics work with TFT.
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01-17-2018, 10:25 PM | #349 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
Quote:
"HT" is solely a GURPS thing at this time -- and was a logical extension of TFT when it was added back in the day; there was a LOT of discussion about adding a "HT" or "CN" attribute to TFT over among the TFT players because of the argument that ST is separate from the ability to take damage. In 1977-1980, Melee, Wizard, and then the TFT group of rules were actually very innovative and cutting edge -- no one had ever done that before (let players decide where they were weak or strong), plus there were no classes, and skills (or "talents" as they are called in TFT) allowed you to tailor your character in any way you wanted; again a vast separation from the D&D-ish "classes" paradigm that was exclusively used back then! Nowadays, it's old hat, of course...a LOT of games do it that way. But TFT was the first! GURPS, while using a lot of new mechanics compared to TFT is pretty clearly related to TFT -- if not its son or grandson, at least a nephew! (Edited to add: Actually, arguably, if you only were allowed to make one change to TFT that would profoundly affect almost every issue that's been brought up with TFT's rules in this forum, adding the GURPS "HT" attribute would do it (and would probably be my choice). It would enormously slow Attribute Bloat, it would resolve all the fST issues and clearly allow you to differentiate damage from ST related issues, it would smooth play for things like poisons and diseases, affect saving rolls for things like drowning or suffocating, enable a clear-cut encumbrance rule that doesn't get confusing due to wounds; in short it would fundamentally change the system, with only a single additional rule. Of course, it might create new issues, but that's another thread... ;-) ) Last edited by JLV; 01-17-2018 at 10:37 PM. |
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01-17-2018, 11:24 PM | #350 | |
Join Date: Aug 2004
Location: In the UFO
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Re: The Fantasy Trip
Quote:
It should also encourage keeping stats at reasonable levels, rather than bloating to superhuman levels.
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Tags |
in the labyrinth, melee, roleplaying, the fantasy trip, wizard |
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