04-05-2021, 09:13 PM | #11 |
Join Date: May 2018
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Re: Feats!
Also:
Flying kick: as pole weapon charge |
04-06-2021, 10:50 AM | #12 |
Join Date: Dec 2017
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Re: Feats!
I like the idea of TFT 'Feats' as special, even cinematic actions, like the flying kick idea above. These are in keeping with ideas found in the UC talents, Fencing and weapon expertise, so I think you can fold them in without negatively impacting or clashing with the underlying game system. I'm less drawn to the idea of Feats as a kind of meta-currency for stretching or violating basic rules of movement, engagement, facing, and actions. To me, this clashes with the basic design ideas behind the game, sort of like a feat that would let you play checkers with one of your pieces having the movement qualities of a knight in chess.
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04-06-2021, 11:02 AM | #13 | |
Join Date: Jun 2008
Location: Boston area
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Re: Feats!
Quote:
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04-06-2021, 12:07 PM | #14 |
Join Date: Dec 2017
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Re: Feats!
I feel like the basic rules engines of TFT were explicitly designed as a competitive game, and competitive games where one side works under different basic rules from the other aren't that fun. I.e., if one side (correctly) feels it is a set-up job that they can't win because they aren't allowed to play like the other side plays, then what's the point?
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04-06-2021, 03:07 PM | #15 |
Join Date: Jun 2008
Location: Boston area
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Re: Feats!
Oh, I agree with all that, Lars.
I just don't get why you think checkers with one unmarked horsey would be a bad game. In fact, I'm tossing out the rest of my games. That one really works. |
04-06-2021, 11:03 PM | #17 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Feats!
My list of advanced combat talents was vaguely like this. The idea was that each did something different, and something easy to visualise, that could be a defining capability of a character. So that you could say, "My character is a dragon slayer, he's better at killing giant monsters than people his own size," and the system would provide a talent to make him like that.
Last edited by David Bofinger; 04-06-2021 at 11:04 PM. Reason: format conversion errors |
04-07-2021, 04:56 AM | #18 | |
Join Date: Sep 2007
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Re: Feats!
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In this case, why even introduce the word "feat"? The suggestions upthread are simply new Talents. |
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04-07-2021, 10:44 AM | #19 |
Join Date: Dec 2017
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Re: Feats!
The 'obligatory option' is definitely one of the hazards of tinkering with a well balanced system. I think a good rule of thumb with TFT is that if you add an option that is clearly a net advantage over most or all characters who lack it in a Melee-arena combat situation, then you've damaged the balance in the system and are on your way to game breaking 'ideal builds'
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04-07-2021, 01:33 PM | #20 | ||
Join Date: Oct 2020
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Re: Feats!
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However I can't get past the idea that wizards for some reason learn everything about life at half the rate as everyone else, but I know if you made talents cost the same for both heroes and wizards than the game wouldn't work. My goal is to make a system that allows wizards to learn of to climb and swim like everyone else while still keeping heroes and wizards balanced. Instead of feats I could give all heroes the same advantage as each other, whatever that might be. You could give them a bonus to XP or the ability to reroll 1 die per action. But both of those feel odd... I'll talk with my brothers and see if we can figure something out. I guess another way is just make wizardry a 3 or 4 cost talent. |
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