Quote:
Originally Posted by TippetsTX
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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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.