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Old 03-10-2022, 12:54 PM   #1
Bill_in_IN
 
Join Date: Dec 2021
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Default Two Positive things to about the new TFT (Legacy Edition).

Calling the new version of TFT the Legacy edition makes no sense to me but I digress as that is not the subject topic.

As much as I complain about the new version of TFT NERFing everything that it possibly could whenever and wherever possible, I will point out two positive things that I noticed in the new version.

First, as far as I can see, the new version has retained the combat resolution sequence. There may be some small tweaks that I haven't detected yet but, so far, it seems to be intact from the original. That makes an old school TFT guy like me happy. To me, the combat sequence and resolution of TFT was the strongest aspect of the game and made it more fun than other game systems available in the early 80's. It was what hooked me over 40 years ago. I used it to hook just about all of the newcomers to which I introduced to the game. I would introduce them to the combat system via arena battles and then show them how to start developing their characters via EXP. Frm there, it progressed to the Death tests and other adventure modules or scenarios that I tailored for their characters.

I'm not happy about the NERFing of the pole weapons attacks. The new version only adds 1D6 to the charge damage instead of doubling normal damage. However, as I am starting from scratch with respect to developing characters, this doesn't seem to be a functional NERFing until developed characters become more mature and wearing better armor. So, for now, I won't comment any further.

I am also intrigued by the added levels of Staff Spells. The original TFT made the wizard's staff almost completely impractical. I never understood that about the original TFT. In the new TFT, the staff is definitely meant to be much more practical in the development of a wizard character. It has advantages and uses that were never fully available before.

The original TFT had the first staff spell that is almost exactly the same as Staff 1 Spell. The only difference that I can see is that the original TFT limited the staff to 1D6 damage no matter what kind of weapon it resembled. The new version doesn't do that.

The original only had one higher IQ Staff of Power spell that did allow for an occult attack with the same drop and break immunities as the Staff 2 Spell in the new version, but not much else. There was no provision for storing magic energy unless a GM imposed house rules allowing it.

As a result, you didn't see many playing character wizards carrying a staff unless they wanted to take advantage of a ST free 2D6 of damage. It wsn;t totally useless but not as practical as other weapons that could do more damage.

Last edited by Bill_in_IN; 03-10-2022 at 01:03 PM.
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Old 03-10-2022, 01:03 PM   #2
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Default Re: Two Positive things to about the new TFT (Legacy Edition).

I've seen some nerfs for the monsters, but the PCs can pick up L33T talents sooner and easier than in the old rules.
For example if your Running elf with a javelin and Pole Weapons Expertise does a charge to some monster's rear then the results can be very shrewd indeed.
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Old 03-10-2022, 01:04 PM   #3
phiwum
 
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Default Re: Two Positive things to about the new TFT (Legacy Edition).

Do you recall, Henry, which monsters have been degraded and how? Thanks.
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Old 03-10-2022, 01:11 PM   #4
Bill_in_IN
 
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Default Re: Two Positive things to about the new TFT (Legacy Edition).

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Originally Posted by phiwum View Post
Do you recall, Henry, which monsters have been degraded and how? Thanks.
The Reptile Men and Gargoyles were severely NERFed. Reptile Men and Giants had their lifespans NERFed. Most of the other Humanoid races remained the same. Centaurs remained the same starting at 34 attributes.

I haven't seen where the monsters have been NERFed but, I'm still looking. Henry seems to have more comparisons available.
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Old 03-10-2022, 02:39 PM   #5
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Default Re: Two Positive things to about the new TFT (Legacy Edition).

A partial list of monster nerfs. For the most part it's that human heroes and wizards got so many nice perks while the monsters at best didn't gain any improvements. The new monsters ITL aren't much of a threat to the PCs, but see the adventures and Hexagrams for some nice ones.

https://www.hcobb.com/tft/legacy_first.html#Creatures

By far the biggest new perk for the PCs is Immediate Action. Win the battle and you'll suffer no losses.
"The giant rolled double damage put 24 hits on our ST 6 goblin. Do we use up all of our healing potions now or continue short handed?"
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Old 03-10-2022, 04:01 PM   #6
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Default Re: Two Positive things to about the new TFT (Legacy Edition).

Quote:
Originally Posted by hcobb View Post
...
By far the biggest new perk for the PCs is Immediate Action. Win the battle and you'll suffer no losses.
"The giant rolled double damage put 24 hits on our ST 6 goblin. Do we use up all of our healing potions now or continue short handed?"
You mean, when you are GM, you let the PCs have 18+ doses of healing potion on hand, as a casual thing, for every encounter?

The changes to the death rules are drastic, especially IF you have an abundance of healing potions. But your characterization bears almost no resemblance to any actual play I've seen. In games I've played in, there are far more wounds than healing potions, so those potions are a rare and expensive resource and used carefully. That'd have to one dynamite goblin for any party I've seen to choose to revive them in that case, rather than use them carefully to keep several people alive and in action for several situations.
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Old 03-10-2022, 05:42 PM   #7
phiwum
 
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Default Re: Two Positive things to about the new TFT (Legacy Edition).

I guess the only alteration to a monster that I see on your link, Henry, is something about a dragon's hypnotic ability. Otherwise, some additions to the list of critters and one critter dropped.

I do not know, I'm afraid, what you mean by "immediate action" or what you're getting at with the quote regarding the poor goblin. It is interesting, I must admit, to hear that a ST 6 gobiln can be taken down. I guess it's good the party brought 19 or more
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Old 03-10-2022, 05:45 PM   #8
phiwum
 
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Default Re: Two Positive things to about the new TFT (Legacy Edition).

Quote:
Originally Posted by Skarg View Post
You mean, when you are GM, you let the PCs have 18+ doses of healing potion on hand, as a casual thing, for every encounter?

The changes to the death rules are drastic, especially IF you have an abundance of healing potions. But your characterization bears almost no resemblance to any actual play I've seen. In games I've played in, there are far more wounds than healing potions, so those potions are a rare and expensive resource and used carefully. That'd have to one dynamite goblin for any party I've seen to choose to revive them in that case, rather than use them carefully to keep several people alive and in action for several situations.
To be fair, Skarg, in Henry's games it seems that the ST 6 goblin is the most important character in the game and the purpose of all the others is either to keep him alive or to cast Aid on him.
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Old 03-11-2022, 08:17 AM   #9
Bill_in_IN
 
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Default Re: Two Positive things to about the new TFT (Legacy Edition).

So, going back to the original post, I must ask these questions about the two points that I claimed were positive with respect to the new TFT.

1. Are there any details of combat sequence/resolution that have changed?

2. Are their any problems in the application of the staff spells with their 5 level progression.

With respect to Staff 2 spell, I am looking at a house rule. The first two mana points will cost 100 exp instead of 200 or the first point is free. I like the idea of promoting these new Staff spells as a part of wizard character development. I don't think that this gives the wizard a super weapon advantage but it does encourage them to focus on their staff and staff spell development.
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Old 03-11-2022, 08:44 AM   #10
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Default Re: Two Positive things to about the new TFT (Legacy Edition).

The list of combat options have been reduced since Advanced Melee. For example rise from a knell and half-move, cast spell in HTH, etc.
See https://www.hcobb.com/tft/legacy_first.html#Combat
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