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#1 |
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Join Date: May 2020
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Is it bad form to post comments or critiques of fanzine contents here?
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#2 |
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Join Date: Oct 2015
Location: New England
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Let's do it!
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#3 |
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Join Date: May 2020
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OK Heroic Expeditions V1 just came out and I found it to be a great "love Letter" of sorts to TFT.
I think what made this so appealing to me was the tone it sets from the very start with the "round up of favorite house rules from readers". From "healings per hit" to "common core" talent costs I found myself realizing that yes I have been using 5 out the 7 for decades and will easily adopt the other 2 for future play. So does anyone not use these? Any major why fors? |
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#4 |
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Join Date: Oct 2015
Location: New England
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Of the house rules discussed in that article, I use a few: doing more damage with a weapon if ST is greater than that required, the missile range rule of thumb, a academic talents costing list price for wizards (actually, I'm even more liberal; I let all characters learn all spells and talents at the same cost).
A Physicker healing per hit is too cinematic for my taste, though if it took five minutes per point healed, that might make it more palatable. I like the idea that weapons do a minimum of 1 damage, even if they are listed as subtracting an amount from the die result. I'll probably adopt this. I'd might be happy with Shield Expertise offering side protection to only the shield-arm side, but I'm not convinced it is a good idea yet. The RAW thrown weapon and spell penalty seems fine to me, especially considering Thrown Weapons talent for those who want to shine in this area. I like a Thrown Spell talent that offsets the range penalty by 1 for each level of the talent (max 3), but never giving a bonus. I have sometimes only allowed this to be spell specific. |
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#5 | |||
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Join Date: May 2020
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The shield expert extra coverage is new to me. However I know plenty of people chaff at the whole armor mechanics anyway, and especially the use of shields, so I can see the merit. This is one of my 2 unsure as well, but covering 1 or 2 more hex sides seems fairly inconsequential. Quote:
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#6 | |
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Join Date: Oct 2015
Location: New England
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#7 | |
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Join Date: May 2020
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OK onto the 1st article? IQ and XP Advancement by Nils Linderberg Had 5 points dealing with PC creation and advancement. I find myself falling into writing some form of review which is not my intent (the article is great imho, 4.5 stars) so I am just going to stick with my questions on two of the topics he addressed. Point 1 was the inclusion of a mod that again I feel most veterans insert into their games which is the old classic method of gaining talent points when increasing your IQ attribute. I am not sure why this change occurred for the new edition. I would love to hear if anyone ever read or know of commentary of the reason behind this choice. Point 3 is the "Fibonacci" scale attribute chart. A very modest change in the points progression needed to level up but the big thing is the 1300 xp cap needed for 39 and later. This makes a difference of 3,400 xp to go from 38 to lvl 40 (2600 for ole Fibonacci or 6k for new edition), then of course we have the exponential doubling from 41 on and the difference become astronomical. It is well documented that Mr. Jackson specifically did this to discourage "super heroes" of high level. This is something I can appreciate; however I find the older I get the more I realize I don't have time to worry about this. The reality is I have played since the 80s (very heavily) slacked off greatly as we reached the turn of the century and have jumped back into regular play since the new edition came out and I don't think I ever achieved a 40 point character in all this time let alone worried about something bigger. Some one should tell me what to think regarding this whole wizardly duel of arithmetic between Fibonacci and Jackson? |
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#8 | |
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Join Date: Jul 2018
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But many others prefer the fast and deadly nature of TFT as written. Some, including myself, find the following example extremely unpalatable: ST 11 guy wanders into an ambush with a bunch of shortbowmen. He is hit exactly four times for three hits each. He is now at ST -1 and close to permanent death. A master physicker comes over and heals each three-point wound, bringing the character back to full ST. ST 11 guy is now doing cartwheels, so pleased is he at his good fortune. Not for me, thanks. But I completely understand the appeal for some. |
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#9 | |
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Join Date: May 2020
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St Guy is saved from near death and pulled back to a weaken state of 2ST. Rumage Rumage, clink clink.... oh here sir Guy drink these magical elixirs... 9 heavy chugs later amidst a litter of bottles and loud belch sir Guy is now doing cartwheels, so pleased with his good fortune and the sale price on healing potions at Magic-R-Us I feel somewhat cheated in either scenario...sigh... if only sir Guy could wear some armor.... |
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