|
|
|
#31 |
|
Join Date: Oct 2015
Location: New England
|
TFT is great. GURPS dice rules are actually simpler, though: 3d6 for all task resolution, with modifiers. TFT sometimes use several different combinations, all the way down to 1d6.
|
|
|
|
|
|
#32 | |
|
Join Date: Aug 2024
|
Quote:
Do you think it would be possible to port some concepts from TFT but use the unified 3d6 roles with modifies from gurps? Or do you recommend sticking with TFT and just getting to know the rules better? I really do not mind which rules I start my next campaign with, just something that is lite and fast, which can be flexible enough for table top judgement calls more so then rule book calls. I do like the limited hex grid combat options offered in TFT over GURPS - seems like I am stripping so much out of grups. Like Advantages, quirks, disadvantages, etc... I expect my players to roleplay these aspects, and not reward them on character point builds. |
|
|
|
|
|
|
#33 |
|
Join Date: Sep 2018
Location: North Texas
|
Personally, I find the inclusion of complimentary mechanics that can represent both intrinsic and extrinsic difficulty factors an excellent design feature. I'm not sure if Steve did that intentionally, but I'm glad the distinction is there.
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
|
|
|
|
|
#34 | ||||
|
Join Date: Oct 2015
Location: New England
|
Quote:
Quote:
Quote:
Quote:
|
||||
|
|
|
|
|
#35 |
|
Join Date: Aug 2024
|
I want thank everyone for their help, and welcoming me to the TFT forum with such great help and support.
I have a similar question on the GURPS forum going and to be honest, it seems like it is much more complicated to get what I am after with GURPS, then with TFT, so I might have found my system in TFT. I am sure it is due to me not fully understanding GURPS, since I really never played it. At first I was using GURPS Lite, then I found Ultra-Lite. I was very happy with Ultra-Lite with some table judgement calls since GURPS just seemed so complex and I stripped a lot out. Since I did not like the Dodge/parry rules I created a chart that took the attacker's hit probability, compared to the probability of the defender for parry/dodge/etc to have a target number to roll since I wanted something like D&D or Classic Traveller combat to be fast. Then I found TFT and was sort of hooked and tried to find all items I could, thus leading me here. Not only did I realized that I forgot totally about this game, which I played 40+ years ago; when I left fantasy hex-map combat for Scifi hex-combat in Battletech. I just need to get a good grip on the dice penalties when rolling against x/DX for example. GURPS does have an example on the -x/+x modifiers based on task difficulty. Does TFT have anything similar to that? I have found a suggestions for the 'x/DX' difficulty but not really for the '-x/+x' to stats modifiers. Not sure what you call these type of modifiers, but the kind used in Shostak water combat post. |
|
|
|
|
|
#36 | |
|
Join Date: Sep 2018
Location: North Texas
|
Quote:
On the NEGATIVE end: -1 to -3 is Slightly Harder -4 to -6 is Moderately Harder -7 to -9 is Significantly Harder (nearly impossible) On the POSITIVE end: +1 to +3 is Slightly Easier +4 to +6 is Moderately Easier +7 to +9 is Significantly Easier (trivial) I don't think there's any value in going higher than +/-10 with incremental modifiers. Here's another example for how I apply this in-game... The PC needs to get into a locked room. The number of dice to be rolled reflects the unseen complexity of the mechanism (factors that the figure cannot control), but this can offset by the LOCKSMITH talent that his character has. Situational modifiers (factors that the figure can control) will also apply, however. The PC has finely made lockpicking tools which will add a fixed DX bonus to success (+1). In addition, the PC recently picked a similar lock so the GM rules that familiarity would grant another +3 to the roll. The makes the overall effort 'moderately easier' above the inherent complexity of the lock (4/DX adjusted to 3/DX due to the PC's talent).
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 11-03-2024 at 02:00 PM. |
|
|
|
|
|
|
#37 | |
|
Join Date: Oct 2015
Location: New England
|
Quote:
|
|
|
|
|
|
|
#38 |
|
Join Date: Aug 2004
Location: Pacheco, California
|
I have some notes on the GM screen, but YMMV
https://www.hcobb.com/tft/house_rules.html#GMscreen
__________________
-HJC |
|
|
|
|
|
#39 |
|
Join Date: Jun 2019
|
I was about to bemoan the fact that earlier editions of Melee and Wizard each had a full page "DX ADJUSTMENTS TABLE", but that the Legacy editions do not.
But I was partly mistaken. The current (Legacy) edition of Wizard does have the DX adjustments page -- it's hidden away near the end of the "Spell Reference Booklet", which is in a separate file in the PDF version.
__________________
"I'm not arguing. I'm just explaining why I'm right." |
|
|
|
|
|
#40 | |
|
Join Date: Aug 2024
|
Quote:
|
|
|
|
|
![]() |
|
|