06-22-2020, 12:34 PM | #11 | |
Join Date: May 2015
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Re: Nerfing triple damage
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I recently had great fun getting nailed by triple damage: A wizard cast a 3-die lightning bolt at my injured pikeaxe character, who chose to dodge and barely escaped. Next turn I charged that wizard with the pikeaxe, but my attack missed, and he cast a 2-die lightning bolt that hit me for triple damage and took me out. I found that extremely fun and exciting and a great way to die. (What I found much less fun was Legacy death rules letting me not really be dead yet, and though it was hilarious, getting saved by the party dumping every unidentified potion in sight down my throat.) I also don't much care for different rules for NPCs versus PCs. I like playing "the actual situation" with actual fairly assessed risks. I would however welcome more varied results of critical hits. As you say, knocking someone down regardless of damage, causing crippling injuries (there's already an optional rule in ITL for this), bypassing armor, etc, could be interesting. Maybe what the result is could be somehow tied to a skill roll. |
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06-22-2020, 01:04 PM | #12 | |
Join Date: Oct 2015
Location: New England
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Re: Nerfing triple damage
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GURPS provides that--and a whole lot more to make melee combat tactically rich. For TFT, perhaps a wholesale change to Weapon Expertise/Mastery, allowing criticals on higher rolls? But, if one is interested in nerfing critical hits, you are still left with the problem of the just what crit's effects are. |
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06-22-2020, 02:39 PM | #13 | |
Join Date: Sep 2018
Location: North Texas
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Re: Nerfing triple damage
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In my experience, triple damage just means 'dead' most of the time.
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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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06-22-2020, 04:07 PM | #14 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Nerfing triple damage
Replace triple damage on 3 with:
The attack does double damage ignoring armor and roll for a crippling hit as per ITL 122. A limb is crippled if it takes a third of the figure's base ST and any further damage above this blows through and is ignored.
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-HJC |
06-23-2020, 08:54 AM | #15 |
Join Date: May 2018
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Re: Nerfing triple damage
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06-23-2020, 09:10 AM | #16 | |
Join Date: May 2018
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Re: Nerfing triple damage
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I've never played with a group where players had backup PCs. I'd say that would indicate that PCs are commodities, more like playing pieces you push around on a board than characters in a story. Miniature games are where RPGs originally came from and I realize a lot of people like to play that way but it's a lot more towards the war game / board game end of the spectrum than I prefer. Actually, I first played D&D in junior high in "SIM Club", for "simulation games" (run by the history teacher, of course). I've played Gloomhaven, Myth, and Descent (Mansions of Madness, etc.), and these strike me as closer to that style of play. Actually, while I was playing those games, I wished we were using TFT for the combat instead of the (somewhat lame) mechanics of the games. So I'm not against the war game style of play at all -- but when I'm role playing or GMing, I prefer thought-out stories to "reactive simulations". This is consistent with more of a war game focus, where simulation is the goal. Makes sense if that's what you want. If you have a story focus, different rules for NPCs and PCs make a lot of sense. |
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06-23-2020, 11:21 AM | #17 | ||||
Join Date: May 2015
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Re: Nerfing triple damage
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I can't remember the last time I saw anyone lose a PC to triple damage before the time I just experienced. And my character was half-way to death at that point anyway. (And I got saved by a cocktail of unknown potions... so much for my memorable death.) In most of the games I've played in, the bar for making a TFT character with less effort has mainly been about whether the game is intended as a throw-away game or not, or what the intended focus of play is. I don't think I have ever seen it be directly about how likely the chance of death is. Not unless you're talking about NPC cannon fodder, anyway. Redshirt NPCs yes, some of those were just like: Gloob ST 11 DX 11 IQ 10 MA 10 Spear dagger Swimming $43. On the other hand, if someone's PC did get killed or badly injured, then Gloob was available and often played with great glee and fun, and usually an infusion of personality, regardless of how likely Gloob was to die or not. Quote:
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But I don't make the connection between that at double & triple damage results. Instead what I notice is that there seem to be players and GMs who are very PC-death-averse, who are willing to sacrifice straight playing out of game situations in order to eliminate PC deaths. Often it seems to me they'll say they aren't removing PC deaths, but in practice it seems to me they are. At which point, I wonder why even play out the combat? Especially in contrast to my experience of playing as straight as I can and seeing lots of combat... and ending up usually only extremely rarely having anyone lose a PC except in exceptional cases (and again, almost never due to double or triple damage results), or when playing very dangerous situations and/or with weak parties and/or players who haven't learned TFT tactics. I guess my perspective is somewhat skewed by playing with experienced players and/or by what I do do as a GM to help, which is tend to provide chances of opportunities to notice and respond to danger before someone ends up actually being swarmed and slaughtered. Quote:
I also very much enjoy roleplaying... but I think of simulation, and the actual logical risk of danger, as foundations for great roleplaying. They get players to take the game situation as if it's real and serious, because it is. They need to think about the situation and choose actions that will tend to keep them alive, or they'll risk real logical consequences. That's what seems really interesting to me about RPGs. And it's what I've seen generate really engaged and pro-active and clever players really interacting with the game situation. In contrast, special rules or GM intervention to keep PCs alive, or to make them follow planned stories, seem to me to have the opposite sorts of effects, where players seem to often just kinda show up, wait to find out what the GM's story is, say they do it, don't take it seriously or engage it in unpredictable ways, expect to survive all combat expecting it to be planned for them to win, expect to get revived if they die, expect to get healed up safely if they get seriously wounded, etc. |
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06-23-2020, 03:29 PM | #18 |
Join Date: Dec 2017
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Re: Nerfing triple damage
I'm happy with the rules as-is. I always use the 'crippling hit' rule for rolls of 6 or below, and have always interpreted those rules as applying to rolls of 3 and 4 as well. As for the dangerousness of a standard 'triple damage' result, I think of it as TFT's version of the warning that 'if you keep doing that someone will put an eye out!'. You can be as tough and as tricksy as you want, but every now and then things just go pear-shaped and there isn't much you can do about it.
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06-23-2020, 05:28 PM | #19 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Nerfing triple damage
Of course if you character has an Iron Flesh ring, a self-powered Reverse Missiles ring, a silver dagger Staff-V and Dagger Mastery and she simply does a six die parry every turn then it's going to take her many many lifetimes on average before she's hit for triple damage.
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-HJC |
06-23-2020, 09:01 PM | #20 | |
Join Date: Oct 2015
Location: New England
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Re: Nerfing triple damage
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