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Old 03-08-2024, 10:15 AM   #1
timm meyers
 
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Default What about fanzine topics?

Is it bad form to post comments or critiques of fanzine contents here?
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Old 03-08-2024, 01:21 PM   #2
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Default Re: What about fanzine topics?

Let's do it!
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Old 03-08-2024, 06:02 PM   #3
timm meyers
 
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Default Re: What about fanzine topics?

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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Old 03-09-2024, 10:09 AM   #4
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Default Re: What about fanzine topics?

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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Old 03-10-2024, 06:11 PM   #5
timm meyers
 
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Default Re: What about fanzine topics?

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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.
Are we reading this the same way? The (what I have thought was almost universally accepted) method is "per wound" healing. Meaning the 6 hit gash from the battleaxe and the 2 hit fire burn on Bernie the unlucky can be individually treated by a physiker. So the axe gash goes down to 4 hits and the blistered leg is completely salved and wrapped to 0 hits ie the doc cures 2 hits on each wound = 4 hits, as opposed to RAW of just 2 hits total. I always felt (even back in the 80s) this was just as logical as any other simulation of health care + it reduces the (illogical for me at least) cases of healing potion purchased and carried on every trip. A little more book work but it helps with the deadly nature of TFT, smooths the pace of adventuring (still have major single strike wounds that need true magical aid) and makes the physiker talent shine all the more.

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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.
For sure on min 1 hit damage. Even two unarmored and barehanded old women having a slap fight should do 1 hit minimums. Even the smallest amount of armor or toughness will negate the effect so only wizards and people getting out of the bath need fear this change. (also I want to point out that adopting the "per wound" physiking means even the handful of sha-ken landing at 1 hit each would leave no lasting damage if treated by the doctor)

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.

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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.
This one I think we agree on. Not broke, no fix needed. The thrown spell talent would be great as a fill in for flavor and those needing this bump for distance accuracy.
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Old 03-10-2024, 06:55 PM   #6
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Default Re: What about fanzine topics?

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Are we reading this the same way? The (what I have thought was almost universally accepted) method is "per wound" healing. Meaning the 6 hit gash from the battleaxe and the 2 hit fire burn on Bernie the unlucky can be individually treated by a physiker. So the axe gash goes down to 4 hits and the blistered leg is completely salved and wrapped to 0 hits ie the doc cures 2 hits on each wound = 4 hits, as opposed to RAW of just 2 hits total.
Yes, that's how I understood it. But I just think that 5 minutes to physick someone is too little if you can heal more than 2 points (or 3 w/Master).
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Old 03-10-2024, 08:57 PM   #7
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Yes, that's how I understood it. But I just think that 5 minutes to physick someone is too little if you can heal more than 2 points (or 3 w/Master).
Valid! I always thought the physic time was 15 minutes. But since this occurs out of combat the simulated time was/is mostly narrative and inconsequential to me.

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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Old 03-11-2024, 07:20 PM   #8
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Default Re: What about fanzine topics?

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The (what I have thought was almost universally accepted) method is "per wound" healing.
I get it. A lot of folks don't want TFT to be so deadly - and that's fine. House-rule away!

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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Old 03-11-2024, 07:55 PM   #9
timm meyers
 
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Default Re: What about fanzine topics?

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I get it. A lot of folks don't want TFT to be so deadly - and that's fine. House-rule away!

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.
I agree completely but the alternative is equally unpalatable to me.
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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