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Old 08-16-2024, 01:55 PM   #11
TippetsTX
 
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Default Re: attribute modifier vs/or xd6 rolls

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Originally Posted by sekalo View Post
I do not have ITL, and I would not expect the crit success would change. By moving the crit target number, is keeping the same % inline with 3d6. 5- is 4.62 on 3d6. 8- 5.40%. For the crit failure on 4d6 is roughly the same percentage compared to 3d6. That is what i find so confusing.
I actually agree which is why I changed the thresholds for my own game.

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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Old 08-16-2024, 02:21 PM   #12
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Default Re: attribute modifier vs/or xd6 rolls

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I actually agree which is why I changed the thresholds for my own game.

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).
Thank you for your time, and your help. I am very new to TFT and GURPS, but looks like I could get that simple tactical combat i want. I might just end up skinning Battletech, but I found that GURPS offered more along the lines of a RPG character building like I wanted.

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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Old 08-16-2024, 02:41 PM   #13
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Default Re: attribute modifier vs/or xd6 rolls

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I am sort leaning towards TFT due to similar point buy and just the simplicity of it...
You make trade-offs w/ any RPG system and the level of abstraction that TFT is forced to use may not work for everyone. Here's what brings me to the table...

*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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Old 08-16-2024, 02:52 PM   #14
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Default Re: attribute modifier vs/or xd6 rolls

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Originally Posted by TippetsTX View Post
You make trade-offs w/ any RPG system and the level of abstraction that TFT is forced to use may not work for everyone. Here's what brings me to the table...

*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
This is excellent, because this is what brings me to TFT. Coming from Classic Traveller, it seems like a good: simple rules light tactical game, which can be modified very easily to something I need. Also I like that the combat can be deadly regardless of character level. I want my players to Roleplay their character out side of combat, but have some deadly chess like tactic aspects when they need to think with the map and their actions. But I do not want combat to drag on like it can in Battletech.
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Old 08-16-2024, 03:02 PM   #15
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Default Re: attribute modifier vs/or xd6 rolls

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I am coming from a rpg background of: Classic Traveller, Battletech/mechwarrior 1e, WEG Star Wars d6 1e and D&D B/X.

So I was sort of excited to find GURPS and TFT since i have a weakness for d6 games.
GURPS would have the advantage for you of keeping your existing settings while TFT is rather tied to a different take on low fantasy.

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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Old 08-16-2024, 03:06 PM   #16
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Default Re: attribute modifier vs/or xd6 rolls

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Originally Posted by sekalo View Post
This is excellent, because this is what brings me to TFT. Coming from Classic Traveller, it seems like a good: simple rules light tactical game, which can be modified very easily to something I need. Also I like that the combat can be deadly regardless of character level. I want my players to Roleplay their character out side of combat, but have some deadly chess like tactic aspects when they need to think with the map and their actions. But I do not want combat to drag on like it can in Battletech.
You'll need the In the Labyrinth book (whether you're using the classic or newer Legacy Edition ruleset) for the full RPG experience, though.
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Old 08-16-2024, 03:13 PM   #17
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Default Re: attribute modifier vs/or xd6 rolls

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HI 'hcobb' yes, I did notice that trend where noncombat skills use the dice adjustment, which further confused me on the two mechanics.
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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Old 08-16-2024, 04:39 PM   #18
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Default Re: attribute modifier vs/or xd6 rolls

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Originally Posted by sekalo View Post
I do not have ITL, and I would not expect the crit success would change. By moving the crit target number, is keeping the same % inline with 3d6. 5- is 4.62 on 3d6. 8- 5.40%. For the crit failure on 4d6 is roughly the same percentage compared to 3d6. That is what i find so confusing.
Auto successes and failures are not the same as criticals. ITL explicitly leaves determining criticals up to the GM, as per ITL p.9.
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Old 08-16-2024, 08:49 PM   #19
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Default Re: attribute modifier vs/or xd6 rolls

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You'll need the In the Labyrinth book (whether you're using the classic or newer Legacy Edition ruleset) for the full RPG experience, though.
If I may add, he could still give the combat mechanics a test run by getting Melee (the basic combat rules available as a free download from SJ Games) - no reason not to.

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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Old 09-11-2024, 12:37 PM   #20
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Default Re: attribute modifier vs/or xd6 rolls

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If I may add, he could still give the combat mechanics a test run by getting Melee (the basic combat rules available as a free download from SJ Games) - no reason not to.

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).
Sorry for the late replay. I have not had the time to do anything with gaming. Thank you for your recommendation.
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