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#1 |
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Join Date: Sep 2023
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For DT1:
Running characters (IMO) at 34 pts with the suggestion of two with high DX, two with range capabilities, an optional wizard, one who has physicker (might wish to balance the weight limit penalties). Suggestion of at least cloth or leather armor. The rest time is something also to play with. Unlimited allows for recovery of all fatigue. Limited to 15 minutes or 30 to allow for one or two points of fatigue. Perhaps a random encounter after 15 minutes on a 1 or 2 on a d6 for 2 to 4 other mercs (some with a hit or two on them). If you leave the encounters as basic skilled creatures: no special weapon skills, unarmed combat, specializations, etc, the first time through, then they should have a good chance of all coming out alive with lots of gems and gold. However, change it up for higher than 34 pt characters. Change up some of the encounters so not to be predictable. Add special skills like the Missile Weapons for some of the bowmen. The Black Robed wizard needs to be adjusted to max of 3 dice on the lightning bolt. More advance scenarios give a higher DX (or Missile Weapons skill). I've not run through DT2 much, but things to stress for new people are hints to defeating some of the beasties. Like in the room with oozes, do something like "There are lit torches spanning along the walls - one every two hexes..." Have fun, but think of them as heros to succeed more than characters to kill. |
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#2 | |
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Join Date: Dec 2021
Location: Indiana
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Quote:
DT2 is a great sequel to DT1. It is tougher. I would recommend a party pf four 35-36 point characters. They are both tough but in DT2 you have to take on a dragon to get out. |
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#3 | |
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Join Date: Sep 2023
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Quote:
Basically, a giant wizard casting a spell on itself is like a human with a ST 9 or so equivalent. With this in mind I sort of think how "Giant Magic" could be a bit different in that the cost is still 1 ST, plus 1 after for Blur for creatures its size or smaller. Never tried to test play the concept though. Most people I gamed with wanted to play D&D and they didn't know TFT at all. |
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#4 |
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Join Date: Dec 2023
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Hey that's a really cool idea, I hadn't even considered having a giant in the party before!
I ran a party of four 34pt characters solo through DT2 last night and had a good deal of fun. The party only saw three rooms but I enjoyed the more labyrinthine nature of DT2 as well as the variety of encounters. |
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#5 | |
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Join Date: Dec 2021
Location: Indiana
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#6 | |
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Join Date: Dec 2021
Location: Indiana
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Quote:
Last edited by Bill_in_IN; 12-12-2023 at 08:04 PM. |
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#7 | |
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Join Date: Sep 2023
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#8 | |
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Join Date: Dec 2021
Location: Indiana
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Quote:
I gave this particular Giant the Quarterstaff talent for 2 IQ points. He was able to purchase a giant sized Quarterstaff that did twice damage at twice the cost and is twice as big. So, he has spells within IQ 9 like Aid, Fire, Turn Missiles, and Avert. He has some difficulty with making the DX rolls. He can still serve as having some brute force in the party between successful DX rolls. His usefulness is an interesting mix of support magic and packing a wallop. At IQ 9, he only had Staff 1 spell. |
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