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#1 |
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Join Date: Nov 2010
Location: Arizona
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I should mention here that when I'm talking about dungeon crawling, I'm talking about BIG dungeons. Anyone, even in TFT, can probably survive a five-room dungeon or even one somewhat bigger, such as pretty much ALL the programmed adventures out there.
But the issues (especially of health) become major when you're looking at something like Barrowmaze or Rappan Athuk. There is no way a TFT party, consistent with the TFT rules (and not house ruled to a faretheewell) could do even half as well as a typical S&W or D&D party does in them. What I'm hoping for is some tweaks to the health situation that allow the possibility of managing that resource more effectively in order to permit an actual mega-dungeon experience. That's what I was getting at in my OP (which, alas, didn't make it over to this thread in its entirety). |
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#2 | |
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Join Date: May 2013
Location: Tyler, Texas
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Quote:
1. Character advancement/improvement. 2. Exploration of the unknown maze. 3. Resource management (and the concomitant ability to survive a significant number of battles before the resources run out). D&D managed to provide all three, from the very beginning. In particular, the much derided hit points system allowed for resource management and numerous battles (however unrealistically). And resource management was very straightforward with the Vancian magic system. As my previous post indicated, I think that there are 2 issues in TFT dungeon crawling to contend with: 1. Allowing players to survive more than 1 or 2 combats, preferably by their own abilities, not fortuitous discoveries of healing potions. 2. Not slowing the game down significantly. Issue #2 precludes a simple fix for #1, like doubling or tripling ST for hit points. Doing that will make TFT combats last significantly longer (and make them more boring as movement gives way to slugfests). TFT combats are faster than D&D 3rd ed., but slower than the typical AD&D "theater of the mind" combat that I ran. Time-consuming tactical systems frustrate the classic dungeon crawl in my opinion because they limit the number of combats possible in a game session. TFT's combat system is barely fast enough for a dungeon crawl in my opinion. I'd jealously protect its speed. Therefore, it seems to me that you need some kind of damage recovery system *after* each fight is over. However, this system should also be limited somehow to provide a resource management aspect. Last edited by tbeard1999; 03-14-2018 at 08:47 PM. |
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#3 | |
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Join Date: May 2013
Location: Tyler, Texas
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