|
|
|
|
|
#1 | |
|
Join Date: Nov 2010
Location: Arizona
|
Quote:
And I think your second item is a good idea too. Perhaps something along the lines of; "If the GM and Players agree that they want to increase the attribute cap beyond 40, we recommend doubling the cost per Attribute Point above 40 (i.e., 6000 XP to reach 41, 12,000 XP to reach 42, etc.)." |
|
|
|
|
|
|
#2 |
|
President and EIC
Join Date: Jul 2004
|
Wonder if anybody wants to submit a short article for the TFT site about the low-level adventure?
|
|
|
|
|
|
#3 |
|
Join Date: Mar 2018
Location: New England
|
|
|
|
|
|
|
#4 |
|
President and EIC
Join Date: Jul 2004
|
Lower than 32. You could still have a fun adventure with low-low characers, if people got into it.
|
|
|
|
|
|
#5 | |
|
Join Date: May 2013
Location: Tyler, Texas
|
Quote:
As designers, we typically have a clearer view of how the game systems interact. Players proposing house rules often have a sort of myopia where they get so focused on addressing the "problematic" rule that they don't consider its secondary effects. We can sometimes help them avoid a lot of frustration. In addition, we've very often tried and discarded the house rule in question. I see no reason that this wouldn't be the case with TFT and Steve. I'd add that game design decisions that improve speed of play or game balance seem particularly vulnerable to being houseruled. The designer's philosophy/reasoning can be invaluable for players who are tempted to modify such systems. |
|
|
|
|
![]() |
|
|