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#1 | |
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Join Date: Apr 2012
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Quote:
Be careful about adding too many features to your TFT games in search of 'realism'. A Pathfinder 1 game I am in has the PCs at level 20. Combats can take 1 hour per melee round(TFT turn). My play time per round is about 3 minutes. (Too many things can summon other things and Poof, you have 20+ high level things wandering around). I have found myself thinking back to the much faster speed of that Roll20 TFT game. For our TFT game, we did run separate HP and Fatigue tracks. Another house rule was each wound is separately treatable by a Physicker. IIRC, that one was in one of the early Hexagrams. Both allow much faster recovery after a combat and avoid days of recovery rest after each fight. |
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#2 | |
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Join Date: Dec 2021
Location: Indiana
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Quote:
I'm not out to rewrite the game via house rules. I strive to minimize them by working within the current RAW structure. I strive to tweak what is there and not rewrite it. I want my house rules to fit on a page or two. If you are writing books of house rules, then you have created a different game. Nothing wrong with that if that is what you want but it's no longer TFT. It's just a new game that resembles TFT. |
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#3 | |
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Join Date: May 2020
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"If you insert more than 5 changes to RAW you are no longer playing TFT" :) |
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#4 | |
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Join Date: Apr 2012
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Besides, the cinematic effect of a tavern maid with UC3 laying out a patron with a roundhouse kick after he gave her a butt grope while she was walking past with 4 drinks in hand is too good to pass up. And she didn't spill a drop. If the players are staying engaged in the game and having fun, you are doings things correctly. Don't be in a hurry to change much. |
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#5 | |
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Join Date: Nov 2008
Location: Yukon, OK
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Conan, Witch World, Dresden Files, The Belgiard, Wuxia magic, Wizard of Earth Sea, Riddle Master of Hed, Dying Earth, Fafnir and the Grey Mouser, video game wizards, Mercedes Lackeys' Vladamar, and the Jhreg series all have a different feel. Sometimes you can make minor changes to get the flavor and feel you want but other times it takes more work. So some authors have helped out by doing a lot of the initial legwork.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#7 |
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Join Date: Oct 2015
Location: New England
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TFT teases at this with Brawling, Missile Weapons, and Thrown Weapons.
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#8 |
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Join Date: Aug 2004
Location: In the UFO
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For me, it's the Defense roll that GURPS has that is the most fundamental difference, and its resultant massive increase in fiction emulation (while at the same time making combat more luck-based and less of a chess match).
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Is love like the bittersweet taste of marmalade on burnt toast? |
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