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Old 06-19-2018, 04:09 PM   #31
JLV
 
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Default Re: TFT Extra #1 - Pit Trap Plant

The nice thing about TFT is that it's so simple to make consequences that have a very consistent feel to them, even though you're making it up on the fly!
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Old 06-19-2018, 04:29 PM   #32
Rick_Smith
 
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Default Re: TFT Extra #1 - Pit Trap Plant

Quote:
Originally Posted by Dave Crowell View Post
TFT figues all have a Movement Allowance. Simply subtract some portion of that MA for being injured by falling in a Pit Trap Plant, say -1/4 MA for a twisted ankle, -1/2 MA for a sprained knee, -3/4 MA for a broken leg. Or if you prefer -1 hex, -2 hexes, etc.
Hi Dave, everyone.
I prefer your suggestion for 25% loss, 50% loss, etc. You never know what a figure's MA is going to be, but -75% is going to hurt everyone, fast and slow.

Warm regards, Rick.
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Old 06-19-2018, 09:12 PM   #33
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Default Re: TFT Extra #1 - Pit Trap Plant

As the designer, I think that specific "sprained knee" RULES are a bit past the level of detail I want to carve in stone. And it would not be best to "hide" them in the description of a single monster.

BUT. As a GM, I would do exactly the kind of thing Dave is suggesting!

Think how bad it would be on horseback if an area were infested with pit plants. Almost as bad as a prairie dog town.
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Old 06-21-2018, 02:57 PM   #34
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Default Re: TFT Extra #1 - Pit Trap Plant

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Originally Posted by Steve Jackson View Post
As the designer, I think that specific "sprained knee" RULES are a bit past the level of detail I want to carve in stone. And it would not be best to "hide" them in the description of a single monster.

BUT. As a GM, I would do exactly the kind of thing Dave is suggesting!

Think how bad it would be on horseback if an area were infested with pit plants. Almost as bad as a prairie dog town.
Unless the issue comes up a lot in your game, putting specific text like this in the Monster's Desc is fine. If, however, it becomes a regular feature of falling injury, then you move it to the regular rules.

I could see the sprain, twist, break rules coming into effect from falls (being pushed off a height), climbing accidents, or snow/ice mishaps. It could also extend to wrist, elbow, shoulder, and broken arm from lanind badly in a fall, nt just ankle, knee, hip, and broken leg.

A small pit trap plant that makes you do a prat fall could just as easily twist your elbow or sprain your wrist and you ankel or knee.

Arm injuries would be reductions in talents that rtequire arm strength/movement so a sprained wrist could mean -1DX and -1dmg from pain where a broken arm would mean no effective use for quite a while. Now where was that healing spell?
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Old 06-21-2018, 10:59 PM   #35
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Default Re: TFT Extra #1 - Pit Trap Plant

With all due respect, KevinJ , that's much more rules detail than I'm looking for.

...and extra rules on creature descriptions are still extra rules in my eyes.
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Old 06-22-2018, 12:48 AM   #36
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Default Re: TFT Extra #1 - Pit Trap Plant

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Originally Posted by schoon View Post
With all due respect, KevinJ , that's much more rules detail than I'm looking for.

...and extra rules on creature descriptions are still extra rules in my eyes.
Then by all means, don't use them.
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Old 06-24-2018, 12:11 AM   #37
Wayne
 
Join Date: Jul 2005
Location: Geelong, Australia
Default Plocker

> A plocker looks like a very small bear with a wide head and a bushy tail.

A cave dwelling koala with a tail?

http://thefantasytrip.game/news/2018...tra-2-plocker/
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Old 06-24-2018, 03:24 AM   #38
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Default Re: Plocker

Fun - makes me hope for more material on Cidri as things progress.
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Old 06-24-2018, 08:45 AM   #39
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Default Re: TFT Extra #2 - Plocker

Imagine the fun describing a whole forest full of unidentifed ‘plocks’ will be to a group of unsuspecting players. Throw in some bioluminescent forest flora and the scene could be quite eerie.
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Old 06-24-2018, 09:27 AM   #40
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Default Re: TFT Extra #2 - Plocker

I imagine it looking either like a large red panda, or a Binturong (aka Bearcats)
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