02-10-2018, 06:39 AM | #11 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: The Fourth Attribute...
As I mentioned above, I'd add Hero points (or Luck/Karma points, whatever you want to call them). This keeps the balance between the existing attributes, does away with Attribute bloat and adds an interesting dynamic during play, all in one easy mechanic.
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02-10-2018, 06:41 AM | #12 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: The Fourth Attribute...
Quote:
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02-10-2018, 06:45 AM | #13 |
Join Date: May 2013
Location: Tyler, Texas
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Re: The Fourth Attribute...
I suppose that “I’d add nothing” is a valid response. Personally, I haven’t added any attributes (other than a Defense rating, which is based on DX and is only used by high DX, lightly armored figures) in 4 decades of playing TFT. Sure, I’ve experimented from time to time, but none really stuck (other than defense).
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02-10-2018, 12:39 PM | #14 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fourth Attribute...
Quote:
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02-10-2018, 12:42 PM | #15 |
Join Date: May 2010
Location: Alsea, OR
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Re: The Fourth Attribute...
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02-11-2018, 01:10 AM | #16 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: The Fourth Attribute...
Can someone explain to me why HT would be so useful? What are you trying to achieve with it?
It's useful in combat to keep a character up but it's most important attribute is preventing a character's sudden death. That means you're asking the player to trade off what they can get done as a member of the party, against their character's safety. If the GM dislikes killing PCs then the players will be tempted to keep the HT low and dare the GM to kill them. I don't think these are decisions that make for good adventures. I'm guessing you're trying to make experienced characters harder to kill than inexperienced ones. You could achieve that by saying that characters only die when their ST gets to negative some function of their other attributes. You could also have talents that make you reluctant to die. If I were changing TFT attributes I would:
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02-11-2018, 03:32 AM | #17 | |
Join Date: May 2010
Location: Alsea, OR
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Re: The Fourth Attribute...
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That is, The best wizards are as strong as the best warriors. And as tough. The HT as I would propose works thus: ST and physical hit capacity remain as is - locked together - except possibly for some high-health talents. Health maps to resistance to disease, fatigue, poison, and ability to power spells. Better maps to the descriptions in most of the Sword and Sorcery, and to common sense - physical strength isn't tied to physical health and is often counter to endurance. |
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02-11-2018, 08:46 AM | #18 |
Join Date: May 2013
Location: Tyler, Texas
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Re: The Fourth Attribute...
So maybe TFT could use a “variable 4th attribute”. This would be dependent upon the campaign type. For instance, campaigns that want wizards to be weak and effete would have a “Mana” attribute to power spells. Campaigns that focus on rogues and thieves would add Manual Dexterity. Campaigns that are fighter intensive would add Health. High Tech campaigns might add Education (or talent points). Epic level games might add Hero Points. Etc.
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02-11-2018, 09:49 AM | #19 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: The Fourth Attribute...
Quote:
Characters may only add six additional attribute points through accumulating EP. (Wizard spells of IQ 19-20 might need to be reduced to IQ 18. Also, need to figure out what to do with Lizardmen and characters that only earn half EP.) After adding 6 attribute points, each additional point earned by EP will be converted into 2 talent points or X Karma points (KP). Karma starts out at 0 for all characters. Depending on the power level of the campaign, each attribute point will yield 1-4 Karma points. 2 is probably a reasonable average. Karma is used up, but will be recovered by X hours of rest/meditation. I think it would be ok to allow characters to take Karma even if they haven't added six points. Anyhow, Karma is used to activate various abilities as you listed. Some ideas: Add 1 to any attribute for 1 minute Modify any of your rolls by up to 2 points* Modify any opponent's rolls by up to 2 points* Have a flash of inspiration Remember to have brought something that you forgot Make opponent fumble - 3/DX roll or he drops his weapon** Make opponent stumble - 3/DX roll to remain standing** Make opponent re-roll a damage or to hit roll Make opponent re-roll any other roll Re-roll a to hit roll, damage roll or any other roll Add up to 2 ST to a spell Add 2 to any attribute for 1 turn (When the bonus ends, your current attribute drops by 2 or to 0, whichever is better). Quickdraw weapon - (i.e., ready it and use it in same turn) 'Tis but a Scratch - Once per adventure, spend 2 KP and convert one wound into 1 point of damage I Got Better - heal 2 points of damage (limit this per day) Etc... KPs are allocated in reverse initiative order, if it matters. I'd allow a figure to use (say) 2 KPs at one time. Or, this can also be keyed to the power level of the campaign. It may also be reasonable to limit the total number of KP that can be used in a given encounter. 3 sounds good to me. *Means you have to declare that you're doing this before you roll. If you do it after you roll, the KP cost is doubled. **This can only be done successfully to a figure once per combat. |
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02-11-2018, 09:50 AM | #20 |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: The Fourth Attribute...
How about a few small rules tweaks to open the fourth attribute space up for something else.
First: the rules already make explicit that ST loss to spellcasting is fatigue, and recovers more quickly, even though a wizard can still die from it. I propose that a wizard's mana score is equal to their IQ. Second: it makes sense that a fighter trains for two things: strength and fighting. I propose that a fighter's talent points is equal to their ST. Then tweak the costs of Talents so that fighting and jock skills are less expensive for fighters, and wizard and nerdy stuff is less expensive for wizards.
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