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#1 | |
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Join Date: Nov 2010
Location: Arizona
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Quote:
Under the rules as written, dungeon crawls are pretty much a non-event (unless the dungeon has racks of healing potions in various rooms scattered throughout the place), because basically you wind up getting wounded pretty badly in fairly short order and have to disengage and return to town for a few weeks of leisurely healing. By the time you come back, at least some of the rooms you "cleared" previously have been reoccupied, perhaps had new traps set up and old ones re-set, maybe even had some new construction in the form of new walls or doors put up. In short, you would NEVER be able to clear a dungeon like Castle Greyhawk or Rappan Athuk under TFT rules -- at least not with a "normal" party of say, six to eight PCs (unless attribute bloat had had several hundred hours of play to rear its hoary head). The only way it could be done with even "mid-level" characters (say 40 attribute points or so) would be to just keep feeding characters by the hundreds into the meatgrinder non-stop in a steady war of attrition... I sincerely hope that Steve comes up with some clever way to help "fix" this; healing spells will help, but honestly not as much as in other games, because the caster needs to then rest up for a while to "recharge" his fatigue. So even with them, "dungeon crawling" will become more like "dungeon peristalsis;" with frequent stops and starts, given the overall greater lethality of TFT as compared to say, D&D... |
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#2 |
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Join Date: May 2013
Location: Tyler, Texas
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Moved to new thread.
Last edited by tbeard1999; 03-13-2018 at 04:30 PM. Reason: Moved to a new thread. |
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#3 | |
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Banned
Join Date: Mar 2018
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Quote:
Sounds like what might help would be a re-evaluation of the overall scale of the opposition-force in play, as to the play-ability within the labyrinth in question; or if already in-game, an "on-the-fly magical tweaking" in favor of the players, to help level the field towards a more reasonable degree of toughness in the opinion of the GM. On the other hand, when players (in general) are not paying attention to the fact that they have traveled too deeply down into the labyrinth by the signs and clues around them, or, they are not taking the gravity of their injuries into consideration for what they actually represent (assuming the labyrinth is properly scaled)... well, I guess it's lunchtime for the Trolls. "I'll have that heavily injured fighter, you know, the one with -3DX due to being at ST-3 who is about to come down the shaft into the fourth-level,... and ah,... medium-rare, if you please." Oh well. "Ya pays your money, Ya takes your chances." As far as your abundant potions are concerned, provided your players don't figure out that you are "carrying them" through the adventure enough to escape back to the surface and safety - if it turns out the labyrinth-design is unbalanced too heavily against the players at all levels of the labyrinth - why not! I guess that's why, over all others, I personally still like the OD&D term of: Referee and/or Judge. It always helped me - as the person presenting the labyrinth and running the game - to always think: BALANCE; and kept my head squarely in an overview perspective as the "official with the whistle", acting BETWEEN the players and the monsters (i.e. all non-PC's be they human, inhuman, or beast). Last edited by Jim Kane; 03-13-2018 at 10:45 PM. |
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#4 |
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Join Date: Jun 2006
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While I never tried in in TFT, one thing I have done in other games where I didn't want to add straight out clerical magic was to make whatever "useless" trait was required for priesthood equivalent to whatever trait was used for mundane healing but without the requirement of gear (e.g. you pray over the injured and lay hands on the wound and you can get the equivalent of First Aid without needing to have any bandages on you).
It's a sufficient benefit within the theme of what players tend to expect of fantasy clerics to make it at least marginally worthwhile, without actually forcing actively interventionist gods into the setting, and adapts easily enough to some different ability should you have gods around for whom healing isn't really appropriate.
__________________
-- MA Lloyd |
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#5 | |
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Join Date: Mar 2018
Location: New England
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re: "Useless trait", we ended up splitting out 6 attributes, one of which was a pre-req for all healing spells. It forced players to sub-specialize, and allowed us to decouple the magic system as a whole from ST. |
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#6 | |
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Join Date: Mar 2018
Location: New England
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Healing spells also add player choice. You don't have to be a healer. You don't have to be a Physicker. But giving players the option of either is a win. So why bother being a Physicker when you can just be a healer? Because you get more bang for the buck. Heal spells are expensive to cast and expensive to learn. And they take time to learn and money to learn if you don't take them at start. Physicker/Master Physicker are cheap in comparison: cheap to learn (at start) and free to use. A game with healing spells requires more fine-tuning, yes. It drove a lot of the design decisions behind the house rules that eventually evolved into a full TFT OSR. But in the end, I think it was worth it: more player agency, more player choice and more player play-time resulted in a funner game. Cheers! |
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#7 | |
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Join Date: Nov 2017
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That said, yes, the problem is worse in TFT. |
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