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#21 | |
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Join Date: Aug 2024
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As a standard practice - do I use '-x' during combat, but use something like '#/DX' with skills outside of combat? |
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#22 |
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Join Date: Aug 2004
Location: Pacheco, California
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As one example consider Locksmith which by ITL 70 (not ITL 40!) doubles the number of dice to pick locks for (well non-wizards) who lack this talent. This means that a 4/DX lock is difficult for your party's thief (not rogue, this ain't D&D) but almost impossible for a non specialist. Any lock more difficult than that is a simple 3/DX roll for your wizard (who may need a scroll or book if she neglected to select the Lock/Knock spell. Shame on her!)
On the other tentacle the only thing in combat that modifies the number of dice on a to-hit roll is if either the target is taking a defensive action or if the attacker lacks the weapon talent.
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-HJC |
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#23 | |
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Join Date: Oct 2015
Location: New England
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#24 | |
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Join Date: Sep 2018
Location: North Texas
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Step 1: GM defines the inherent difficulty of the task or action. 2d6 = Easy 3d6 = Average 4d6 = Hard 5d6 = Very Hard ...and so on up to the 'nigh impossible' 8d6. Step 2: Reduce degree of difficulty based on known talents (typically one or two dice). Step 3: Apply attribute modifiers from non-inherent, external factors. For example, the PC with 15 DX is attempting to free-climb a mostly sheer cliff face. The GM rules this is 'extremely hard' (6d6), but the figure has the CLIMBING talent which reduces the action to 5d6 vs DX. Unfortunately, it is also a windy day which the GM decides has a DX penalty of -3 which gives them adjDX 12. The PC has probably bitten off more than they can chew because the odds of success are less than 10%.
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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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#25 | |
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Join Date: Aug 2024
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So, there might be a case at the table when everyone gets the -x penalty,and some folks also receive a 4/DX dice penalty due to their skills/talents? |
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#26 | |
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Join Date: Sep 2018
Location: North Texas
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My preference, however, (as illustrated above) is to set the inherent difficulty first. This is the reverse of what some of the talent descriptions actually say. The CLIMBING talent says "A non-Climber always has to roll in a challenging Situation, and if a Climber would have to roll, the non-Climber’s attempts should be penalized by rolling at least one extra die.", but that is backwards IMO. The difficulty is the difficulty and having a talent should always function as a reduction to that.
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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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#27 |
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Join Date: Oct 2015
Location: New England
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Yes. Let's say everyone is standing in knee-deep water. That will impose a DX penalty to all, giving them each a lower adjusted DX (adjDX). If they are fighting in the water, and someone is fighting with a weapon for which they don't have the correct talent, they will roll 4d/adjDX. Similarly, someone without Locksmith attempting to pick a lock in darkness suffers the darkness penalty AND rolls twice the dice of a character with Locksmith picking the same lock.
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#28 |
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Join Date: Aug 2024
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I purchased In The Labyrinth and started reading the content. I think with your examples is starting to make sense; however, I am going slow.
I also looked at a GURPS 4th edition; however, it seems The Fantasy Trip is the level of detail I want. Seems like so much has to be striped out of GURPS to get it light and effective as TFT and in the end... why not just use TFT since I like making tabletop judgement calls oppose to needing a rule. |
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#29 |
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Join Date: Oct 2015
Location: New England
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Don't be shy if you have other TFT questions!
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#30 |
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Join Date: Aug 2024
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The more I read TFT vs GURPS, I am leaning towards TFT. GURPS has a lot of great ideas and concepts; however, seems to be all about dice rules. The same can be said about TFT; however, it just feels lighter to me.
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