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#11 | |
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Join Date: Sep 2018
Location: North Texas
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IMO, if the inherent difficulty of a task is greater then so are the odds of a critical failure (and the reverse for critical success).
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#12 | |
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Join Date: Aug 2024
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I am sort leaning towards TFT due to simple point buy and just the simplicity of it... Last edited by sekalo; 08-16-2024 at 02:39 PM. |
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#13 | |
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Join Date: Sep 2018
Location: North Texas
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*Highly customizable, but simple, (and mostly classless) characters *Uniform and balanced die mechanics and task resolution *Tactical and deadly combat regardless of character 'level' *Easy to tweak w/o adding much complexity *Elegant rules-lite game design... abstract but still having the feel of realistic simulation *Magic that takes a physical toll *Smart goblins and reptile-men
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#14 | |
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Join Date: Aug 2024
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#15 | |
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Join Date: Aug 2004
Location: Pacheco, California
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To pick one random example: https://www.sjgames.com/gurps/travel...erstellarwars/ TFT has the advantage of very quick and easy tactical play. As a GM I'm able to make sensible (if not optimal) combat choices for a dozen mooks. While the player are able to "wargame" their maneuvers rather than just react to whatever the roll-playing game randomly churns out. And a table of critical fail chances on many dice: https://www.hcobb.com/tft/TFT_Saving...rcentages.html
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-HJC Last edited by hcobb; 08-16-2024 at 03:08 PM. |
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#16 | |
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Join Date: Sep 2018
Location: North Texas
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__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#17 |
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Join Date: Aug 2004
Location: Pacheco, California
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The reason being that everybody is expected to contribute something to combat while preserving RP space for specialists outside of combat to prevent min-max-monsters from dominating all situations for their bystanders.
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-HJC |
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#18 | |
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Join Date: Oct 2015
Location: New England
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#19 | |
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Join Date: Jun 2019
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The Melee book is short, and handy to have so players can quickly find answers to their most frequent questions in combat situations. The main difference between the combat rules in Melee and the combat rules in ITL is that "Talents" weren't introduced yet in Melee. But all the mechanics (Turn Sequence, movement on the hex-grid rules, player options during combat, etc.) are the same going from Melee to In The Labyrinth (legacy edition).
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"I'm not arguing. I'm just explaining why I'm right." |
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#20 | |
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Join Date: Aug 2024
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