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#1 |
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Join Date: Apr 2018
Location: Idaho Falls
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I am curious if many players have introduced alternative injury/death rules of their own into their games.
I have a few of these d6s from another game company that show different "types" o injury results and I really want to put them to use in a TFT:ITL campaign I am thinking to introduce a rule that says something like "A figure reduced to 0 strength is unconscious, and must roll on the injury table. A figure reduced to less than 0 strength must roll two injury dice and take the worst results." By using an injury die that itself has a "death" results, I can make death a bit less likely, and if I take a little time creating a brief injury table I can control recovery rates in the campaign better, by defining what types of injuries require what types of care/rest. Any thoughts? |
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#2 |
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Join Date: Dec 2017
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The problem with 0 for unconsciousness had always bothered me. That's a bit of an exact result. It need to be too dead-on.
I would treat an injury result you are talking about at 3 or less ST. The same as the -3DX result. Plus, you may have to make an 3/ST to stay conscious. (Which makes the ST stat more broadly valuable.) |
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#3 |
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Join Date: Apr 2018
Location: Idaho Falls
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I like the idea of an injury roll on a strength of 3 or less. Maybe 2 dice and pick the best roll
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#5 |
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Join Date: Apr 2018
Location: Idaho Falls
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Is "Last Effort" a house skill of yours? I imagine it would be fine. Sometimes I need to remind myself to only introduce one small change at a time because I know I might not see the whole effect if I try too many changes at once.
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#6 |
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Join Date: Sep 2018
Location: North Texas
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Given the deadliness of TFT, I don't have an issue with providing characters some kind of negative ST buffer and I think a distinction between 'dead' and 'dying' is a good idea.
In my own games, rather than track negative ST, I give characters who hit zero ST (or less) a time limit. The other characters have a number of minutes equal to the 'dying' character's original ST to stabilize them. I also have a 'last effort' rule (no amulet or talent required) that allows a character who has hit zero ST to remain conscious if they make a ST roll on 3 dice against their original stat value. If the damage came from a critical hit, they roll against 4 or 5 dice. P.S. 'Last Effort' refers to a specific magic item... the Amulet of Last Effort (ITL pg 160) which isn't available in my games. I don't like characters being dependent on an expensive magic item for something that should be a factor of their own will and stamina IMO.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 03-21-2020 at 11:41 AM. |
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#7 |
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Join Date: Oct 2015
Location: New England
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At one point, I had a house rule that required a figure to make a 3dST roll on taking a wound serious enough to knock it down, with a failure meaning the hit was a knock-out. Every turn after that the figure made a 3d ST roll, with a success meaning returning to consciousness.
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#8 |
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Join Date: May 2015
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We didn't like and didn't use most of the Physicker Revival article in the old Interplay magazine, because we didn't like the random element.
However, in comparison to RAW, and having played a lot of GURPS, looking at it again, I think I prefer it to Legacy RAW. |
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