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Old 09-17-2024, 05:50 AM   #41
sekalo
 
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Default Re: attribute modifier vs/or xd6 rolls

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Originally Posted by TippetsTX View Post
I have difficultly groupings for discreet modifiers (maybe we can call these influencers) similar to those that I presented above for 'Degree of Difficulty' (xDice).

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).
Thank you - this does get me a good baseline on how to handle the modifiers.
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Old 09-17-2024, 09:14 AM   #42
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Default Re: attribute modifier vs/or xd6 rolls

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Originally Posted by sekalo View Post
I am not sure what you mean by "can lock up the hex mat in battles GURPS definitely offers hex-based combat, and it does not suffer from that problem." If you have time, can you give an example please?
TFT has all movement occurring prior to actions, so one side moves, then the other, then attacks/other actions. TFT’s concept of “engagement” forces an opponent who move from non-adjacent (non-engaged) to adjacent to their opponent to stop. At this point, they are engaged. Once engaged, movement options are limited—you can shift hexes while remaining engaged to that opponent, attempt to enter their hex in hand-to-hand combat, or forfeit your attack in order to step away to disengage.

GURPS does not have turns broken into move/move/actions and it has no concept of engagement. Instead, one character moves and acts at a time, and they may move before, in the middle of, or after moving. A character may move past an enemy’s hex. GURPS also has the concept of weapon reach, which allows some non-ranged weapons to be used to attack a figure in a hex farther away than an adjacent. A character with a longsword could attack an enemy two hexes away, then an ally could step in between them and also make an attack, or continue moving past or around the opponent. This allows for more porous “lines” of combatants.

So, in TFT, a character who wants to run past an opponent MUST STOP if they become adjacent to that opponent, whereas in GURPS, he could could run past him.

Part of the reason for this is that TFT turns represent 5 seconds, while GURPS turns are 1 second. Were it not for the concept of engagement, TFT characters generally have enough movement to run around an enemy and strike from a flank or rear, which would make moving first a death sentence in many cases.
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Old 09-17-2024, 10:20 AM   #43
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Default Re: attribute modifier vs/or xd6 rolls

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TFT has all movement occurring prior to actions, so one side moves, then the other, then attacks/other actions. TFT’s concept of “engagement” forces an opponent who move from non-adjacent (non-engaged) to adjacent to their opponent to stop. At this point, they are engaged. Once engaged, movement options are limited—you can shift hexes while remaining engaged to that opponent, attempt to enter their hex in hand-to-hand combat, or forfeit your attack in order to step away to disengage.

GURPS does not have turns broken into move/move/actions and it has no concept of engagement. Instead, one character moves and acts at a time, and they may move before, in the middle of, or after moving. A character may move past an enemy’s hex. GURPS also has the concept of weapon reach, which allows some non-ranged weapons to be used to attack a figure in a hex farther away than an adjacent. A character with a longsword could attack an enemy two hexes away, then an ally could step in between them and also make an attack, or continue moving past or around the opponent. This allows for more porous “lines” of combatants.

So, in TFT, a character who wants to run past an opponent MUST STOP if they become adjacent to that opponent, whereas in GURPS, he could could run past him.

Part of the reason for this is that TFT turns represent 5 seconds, while GURPS turns are 1 second. Were it not for the concept of engagement, TFT characters generally have enough movement to run around an enemy and strike from a flank or rear, which would make moving first a death sentence in many cases.
I see... I did not think of that; however, I am just starting running simple TFT and GURPS games.

Do you find that TFT characters in a RPG format become similar due to point build? I would think ans suspect that there is a golden build for each character type/class. This is one reason why I like random generated stats.
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Old 09-17-2024, 10:31 AM   #44
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Default Re: attribute modifier vs/or xd6 rolls

It appears you did what I am currently doing 4 years ago.

https://myriangia.wordpress.com/2021...conan-for-tft/

I am a big Conan fan and been reading the Old 70s comics and reading the books by Robert Jordan published by Tor. In addition, Project Gutenberg has a number of the original short stories. I just finished Rogues in the House - wizard Nabonidus too bad!!!


One big question about Magic in TFT. It uses ST for mana points; however, since I do not have all the resources yet - how do you stop a Wizard from being physically strong like a fighter, and only limit those ST points for spells?

Since I am just piecing my game mechanics together right now, I see TFT with high ST scores. One thing I do like about TFT vs GURPS is that there is no dump stat, meaning that IQ is used to learn spells and DX is used to case, and ST is used for mana.

However, I am just not getting the concept of ST controls both mana and physical strength.

thank you
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Old 09-17-2024, 04:27 PM   #45
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Default Re: attribute modifier vs/or xd6 rolls

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I am a big Conan fan and been reading the Old 70s comics and reading the books by Robert Jordan published by Tor. In addition, Project Gutenberg has a number of the original short stories. I just finished Rogues in the House - wizard Nabonidus too bad!!!

One big question about Magic in TFT. It uses ST for mana points; however, since I do not have all the resources yet - how do you stop a Wizard from being physically strong like a fighter, and only limit those ST points for spells?

Since I am just piecing my game mechanics together right now, I see TFT with high ST scores. One thing I do like about TFT vs GURPS is that there is no dump stat, meaning that IQ is used to learn spells and DX is used to case, and ST is used for mana.

However, I am just not getting the concept of ST controls both mana and physical strength.
You've already stumbled on the answer to that last conundrum... a system with no dump stats means that each stat needs to cover multiple aspects of the character. TFT's author chose to connect both physical and spiritual strength to the same attribute. And yes, that can create anomalous archetypes like 'Conan the Wizard', but it's not like the wizard can afford many talents that would really take advantage of high ST. Plus the new STAFF spells give wizards an alternate pool for spellcasting power (mana) for their XP. This makes boosting the actual ST stat less critical.
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Old 09-17-2024, 06:13 PM   #46
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Default Re: attribute modifier vs/or xd6 rolls

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Do you find that TFT characters in a RPG format become similar due to point build?
Not really, if the players are remaining true to roleplaying their characters. TFT doesn’t have as many talents as GURPS has skills, but there are enough to still allow diversity of characters. But sure, if a set of characters live long enough, they’ll probably increasingly overlap. In practice, this is unlikely.

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I would think ans suspect that there is a golden build for each character type/class. This is one reason why I like random generated stats.
There are those who will present you with what they think is the optimal build for each character type. I find such gimmicky approaches only interesting in an academic sense, to point out shortcomings of the rules.
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Old 09-17-2024, 09:16 PM   #47
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Default Re: attribute modifier vs/or xd6 rolls

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Originally Posted by Shostak View Post
Not really, if the players are remaining true to roleplaying their characters. TFT doesn’t have as many talents as GURPS has skills, but there are enough to still allow diversity of characters. But sure, if a set of characters live long enough, they’ll probably increasingly overlap. In practice, this is unlikely.

There are those who will present you with what they think is the optimal build for each character type. I find such gimmicky approaches only interesting in an academic sense, to point out shortcomings of the rules.
If I'm helping someone build a PC, I like to start from a base build with some core talents for some fighting ability but then let the remaining talents chosen on the build differentiate them. Your PC has to be able to survive but their talents can separate them from others with similar fighting abilities.

Now, some of my NPCs have minimal fighting skills. I have a squad of combat engineers with their leader also being a Master Mechanician and chemist. He's good at firing siege weapons and working with explosives when needed. Most of the time, the PCs run into them building new roads through the woods. They may have to pick up their weapons from time to time. They are out in the frontier of a kingdom so life is tough all over.
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Old 09-18-2024, 03:35 AM   #48
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Default Re: attribute modifier vs/or xd6 rolls

Quote:
Originally Posted by sekalo View Post
It appears you did what I am currently doing 4 years ago.

https://myriangia.wordpress.com/2021...conan-for-tft/

I am a big Conan fan and been reading the Old 70s comics and reading the books by Robert Jordan published by Tor. In addition, Project Gutenberg has a number of the original short stories. I just finished Rogues in the House - wizard Nabonidus too bad!!!


One big question about Magic in TFT. It uses ST for mana points; however, since I do not have all the resources yet - how do you stop a Wizard from being physically strong like a fighter, and only limit those ST points for spells?

Since I am just piecing my game mechanics together right now, I see TFT with high ST scores. One thing I do like about TFT vs GURPS is that there is no dump stat, meaning that IQ is used to learn spells and DX is used to case, and ST is used for mana.

However, I am just not getting the concept of ST controls both mana and physical strength.

thank you
I think the Legacy edition partly gets around this by allowing wizards to store ST in staffs. This means that increasing their ST stat to cast spells is less viable than it used to be.
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Old 09-18-2024, 04:58 PM   #49
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Default Re: attribute modifier vs/or xd6 rolls

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I think the Legacy edition partly gets around this by allowing wizards to store ST in staffs. This means that increasing their ST stat to cast spells is less viable than it used to be.
I am starting out slow, and still reading; however, I was worried as someone pointed out the "Conan wizard", which is not what I had in mind for a build. Before I knew about some mechanics and concepts - I currently gave my characters who were a wizard a -4 to carry and strength for those purpose only.
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Old 09-28-2024, 09:15 AM   #50
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Default Re: attribute modifier vs/or xd6 rolls

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the "Conan wizard", which is not what I had in mind for a build... I currently gave my characters who were a wizard a -4 to carry and strength for those purpose only.
At the slightest whisper of a sound, Conan Wizard whirls and draws his sword. Spotting GURPS's additional Health stat and Fatigue Points creeping around the corner, he charges furiously, driving the foul interlopers back from whence they came.
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