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Old 03-13-2018, 10:48 PM   #1
JLV
 
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Location: Arizona
Default Re: TFT Dungeon Crawling

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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Old 03-14-2018, 01:58 PM   #2
tbeard1999
 
Join Date: May 2013
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Default Re: TFT Dungeon Crawling

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Originally Posted by JLV View Post
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).
Agreed with your definition of Dungeon Crawling. I always felt that there were 3 major reasons that dungeon crawls were so satisfying -

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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Old 03-14-2018, 06:41 PM   #3
tbeard1999
 
Join Date: May 2013
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Default Re: TFT Dungeon Crawling

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Originally Posted by ecz View Post
- Revised death rules to allow PCs (only) to survive under ST 0
- Chemical products to heal a few hits ( the healing unguent, 1d6-1 hits healed requiring 1d6 hours to take effect, possible bad collateral effects if more than one is used per day ); cheap as it costs $300;
- Major healing potions, (instant effect, like ordinary potions, but heals 1d6+1 wounds ) costs $ 600;
- First Aid talent (1) IQ 8. 1 hit healed in five minutes making a 3D/DX. If later the hero learns Physicker, this talent costs only 1.
- Healing spell for Clerics. Basic version for "Priests", improved version for Theologian.
- Healing potions are the most common magical treasure you can find on the killed opponents

Even with all the above often the Party must quit the exploration and return home for a medical timeout. After all TFT is a serious game!
Heh. All interesting suggestions. First aid is a definite keeper in my opinion. A healing priest/physicker would be a valuable commodity.
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