Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip

Reply
 
Thread Tools Display Modes
Old 12-11-2023, 03:38 PM   #1
Drakenbow
 
Join Date: Sep 2023
Default Re: Death Test session report: band new players, first time GM

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.
Drakenbow is offline   Reply With Quote
Old 12-11-2023, 09:17 PM   #2
Bill_in_IN
 
Join Date: Dec 2021
Location: Indiana
Default Re: Death Test session report: band new players, first time GM

Quote:
Originally Posted by Drakenbow View Post
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.
So far as the wizard fatigue recovery, I found a way that works with some options to it. I give them 30 minutes so that they can recovery 2 points. For every 30 minute increment past that, I dock the the entire party XP tally. I experimented with a Giant Wizard, he needed more time but it did cost him in the final XP tally. His main function was to be the Aid spell ST battery for his Goblin Wizard friend that was high IQ and very low ST.

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.
Bill_in_IN is offline   Reply With Quote
Old 12-12-2023, 02:17 PM   #3
Drakenbow
 
Join Date: Sep 2023
Default Re: Death Test session report: band new players, first time GM

Quote:
Originally Posted by Bill_in_IN View Post
...I experimented with a Giant Wizard, he needed more time but it did cost him in the final XP tally. His main function was to be the Aid spell ST battery for his Goblin Wizard friend that was high IQ and very low ST.
I sometimes think about how many spells cost three times as much to cast to affect a giant as a three hex creature (Blur, Speed Movement, Stone Flesh, etc). I think about why shouldn't other spells like missile spells cost the same to affect a giant the same way. Or perhaps to let the giant make one part of its body blurry or be protected by stone flesh.

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.
Drakenbow is offline   Reply With Quote
Old 12-12-2023, 04:54 PM   #4
JohnM
 
Join Date: Dec 2023
Default Re: Death Test session report: band new players, first time GM

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.
JohnM is offline   Reply With Quote
Old 12-12-2023, 08:05 PM   #5
Bill_in_IN
 
Join Date: Dec 2021
Location: Indiana
Default Re: Death Test session report: band new players, first time GM

Quote:
Originally Posted by JohnM View Post
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.
DT1 and DT2 are great games to start characters in adventures and get folks into playing TFT.
Bill_in_IN is offline   Reply With Quote
Old 12-12-2023, 08:00 PM   #6
Bill_in_IN
 
Join Date: Dec 2021
Location: Indiana
Default Re: Death Test session report: band new players, first time GM

Quote:
Originally Posted by Drakenbow View Post
I sometimes think about how many spells cost three times as much to cast to affect a giant as a three hex creature (Blur, Speed Movement, Stone Flesh, etc). I think about why shouldn't other spells like missile spells cost the same to affect a giant the same way. Or perhaps to let the giant make one part of its body blurry or be protected by stone flesh.

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.
I went via ITL for the Giant Wizard and made no changes a based upon size. With a DX of 9, he missed his roles frequently. With an IQ of 9, his spells are limited. However, his staff is ~12 ft long and can reach 2 hexes away. At ST 23, his staff is a club that does a decent amount of damage. So, his goblin wizard pal likes it when he successfully roles an aid spell that allows him to let loose with a 3d+3 Wizard's Wrath while being able to clobber others with his staff. I wouldn't make a habit of making Giant Wizards. Like I said, it was an experiment.

Last edited by Bill_in_IN; 12-12-2023 at 08:04 PM.
Bill_in_IN is offline   Reply With Quote
Old 12-12-2023, 10:20 PM   #7
Drakenbow
 
Join Date: Sep 2023
Default Re: Death Test session report: band new players, first time GM

Quote:
Originally Posted by Bill_in_IN View Post
I went via ITL for the Giant Wizard and made no changes a based upon size. With a DX of 9, he missed his roles frequently. With an IQ of 9, his spells are limited. However, his staff is ~12 ft long and can reach 2 hexes away. At ST 23, his staff is a club that does a decent amount of damage. So, his goblin wizard pal likes it when he successfully roles an aid spell that allows him to let loose with a 3d+3 Wizard's Wrath while being able to clobber others with his staff. I wouldn't make a habit of making Giant Wizards. Like I said, it was an experiment.
Take Sword Talent and get a silver Great Sword with the Staff spell on it, which the giant could use one handed (ST is greater than the 19 after all).
Drakenbow is offline   Reply With Quote
Old 12-13-2023, 08:14 AM   #8
Bill_in_IN
 
Join Date: Dec 2021
Location: Indiana
Default Re: Death Test session report: band new players, first time GM

Quote:
Originally Posted by Drakenbow View Post
Take Sword Talent and get a silver Great Sword with the Staff spell on it, which the giant could use one handed (ST is greater than the 19 after all).
That's an option but a Silver Great Sword costs $1500. I start characters with the standard $1000 per ITL unless they are an NPC born with a silver spoon in their mouths.

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.
Bill_in_IN is offline   Reply With Quote
Old 12-13-2023, 10:44 AM   #9
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Death Test session report: band new players, first time GM

The Quarterstaff talent does nothing. Just take a two-handed maul for the same damage and fewer memory points.
__________________
-HJC
hcobb is online now   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 07:24 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.