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#1 |
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Join Date: Aug 2004
Location: Carrboro, NC
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I don't think I have any deal breakers. I have preferences, certainly, but I'm willing to try whatever gets published. I've liked most of what SJG has put out over the last 30+ years, and if SJ says it's good, then I'll at least try it out before forming a strong opinion.
As for preferences: I'd like wizards to be more dangerous. Try thrown spells at -1DX for every two hexes to the target, and Trip and Drop Weapon have some teeth. If this means Wizard PCs need to start with a few less attribute points to give players a reason to choose fighters, that's fine with me. I don't think all formulas need to be linear. It's okay with me if some options are "better" than others, as long as there are reasons to choose the "lesser" option occasionally. "Balance" can have different meanings. I don't give the term much weight, because it's usually bundled with an idividual's play style and expectations. Everyone wants things to be simple, but no one minds added complexity in areas in which they're especially interested. Myself included. :) |
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#2 | |
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Join Date: Feb 2018
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Quote:
You want wizards to be *more* powerful? Ever cast an illusion to fight vs. an equivalent pointed fighter with an IQ 8? Ever cast Sleep vs. a fighter of *any* IQ, or ST? No saving roll, just 5 or less seconds of sleep before your throat is cut by same wiz. Ever been impaled by a wizard's wooden staff spear? The list of tricks for even a 32 point wizard makes them very dangerous, IMO. |
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#3 | |
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Join Date: Apr 2014
Location: Coquitlam B.C.
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Quote:
I totally agree. In my campaign I rewrote most of the dangerous thrown spells so that they give a saving throw. (For example, if someone casts a Sleep on you, you get a 4vs(your lowest attribute) to resist the spell. Sleep still works fine on mooks, but wizards are a bit less likely to cast it on bosses or PC's, since they have a decent chance to make the save. Warm regards, Rick. Last edited by Rick_Smith; 07-01-2018 at 05:41 PM. |
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#5 | |
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Join Date: May 2018
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Why not have both models and let GMs pick the one they want? |
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#6 | |
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Banned
Join Date: Mar 2018
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JK |
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#7 |
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Join Date: May 2018
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Eh, I'm pretty sure we started using session-based EP rewards around 1981 when we decided to stop wearing the green visors and arm garters -- too much accounting!
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#8 | |
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Join Date: May 2015
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What I'm talking about is changing what EP is awarded for. The latest version SJ posted said EP was awarded for roleplaying, cooperation, making people laugh, etc., and not for killing things. I just want it to at least acknowledge that some GMs may want to award EP for logical PC experiences, rather than player behavior. I've played under GMs who were giving us piles or points for sessions where we were doing a great job roleplaying and so on, but the effect was we got better combat & magic skills for doing nothing very related to combat or magic. It broke the logic of the cause & effect of why/when those characters were improving. As written, starting TFT players could gain several attributes just because their players stayed in character as they learned about their setting and didn't really have the PCs do anything that would logically have the PCs become more powerful. In fact, the way to become powerful would not be to survive wild adventures, but to avoid risk while roleplaying. There also needs to be a system for appropriately assessing how much NPCs improve over time (hopefully based on their actual experiences). |
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#9 | |
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Banned
Join Date: Mar 2018
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Additionally, many people play RPG's specifically to escape those zealous individuals found in the real world, who, through self-election, feel it their duty and right to shackle the behavior of others (even in a game) and control their opinions, attitudes, and actions; by penalizing them (or their game characters) for *non-conformist and non-cooperative attitudes*, and *bad-think*; through purposeful withholding of award. So, I agree. There should be no place for subliminal behavioral modification-based techniques - utilizing positive and negative reinforcement rules - implanted into a game about:
Or, simply ask yourself this: "Why would you play a game where you assume the role of a fighter with a very dangerous weapon, where you gain points - *not for using your weapon and being a successful warrior* - but rather, for being a non-individual collectivist, while making other people laugh and feel good?" What game is that... The Social-Engineering Trip? JK Last edited by Jim Kane; 07-01-2018 at 08:26 PM. Reason: Typo |
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#10 | |
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Join Date: May 2018
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