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RE: (TFT) old school D&D Dieties vs TFT standard characters



> From: pvk@oz.net
>
> My quibble would be that you seem to have used D&D attributes and directly
converted them to TFT attributes.
>
> Reasons why I wouldn't do this:
> 1) D&D attributes seem to be used for almost nothing practical in D&D - they
tend to have almost zero effect on play, as far as I've seen. At most they
give a modifier (maybe +1 hit point per hit die if your Stamina is above 15 or
something), or more experience if you have high ST and are a Fighter (tm). In
TFT, attributes are linearly effective, but not in D&D.
> 2) In D&D, the fighting ability is mostly based on the Level of the
character, so to recreate this practical effect on to-hit rolls, I'd probably
map D&D level to DX somehow.
> 3) In D&D, hit points are a major factor in combat, and I don't see them
listed on your D&D stats. But I'd convert Hit Points to ST or (a split ST
damage subscript, for weird monsters). Actually, I'd probably map Hit Points
and Armor Class to a range of TFT armor and ST values that seem to be on par
with comparable TFT creatures. Not that there are many TFT gods to go by.
Maybe TFT demons are closest.
> 4) I think you left out MA.


Excellent, yes.  And I would allow a player to bring their D&D character into
my campaign by using a conversion as outlined above.  Sure no problem.
Additionally they could just play a D&D character using nothing but D&D rules.
I would only convert their damage done after they had done it to TFT.  I've
had players bring Car Wars characters in, doing the same thing.  They are
playing by car wars rules, siting at the same table with us, or they can
convert them to TFT if they want.  Either way.

But I view that as a case by case situation, and more like I'm dealing with a
human player and their expectations than I am dealing with an actual game
system.

Where I take exception is when either the math, fiddly bits, or attributes of
another game system are used to redefine how I view TFT.  The odd thing is
that this almost never happens during actual play.  In theoretical
discussions, though, it's almost always brought up.

But that's ok too.  My gregarious philosophical view of TFT has only been
expanded by allowing all comers.  And socialization into my campaign trumps
any huge numbers.

For instance.  Say a player of a super hero game brings Galactus to join us.
I only require that the player also bring copies of the rules required to
support that character.  I check the sheet for errors acording  to that system
and then approve it.

 At that point my players will start advizing them.  "You better bring a few
wishes too, Mike's probably gonna kill your character a couple of times."
"What!" the outraged player says "How do you kill Galactus!?!?"
A chuckle from the players is heard around the table.
A knowing player then tells him "With a character from the Game Toon."
Everyone around the table nods.
Another players says "Have you ever fought Rocky the Squirrel?"
Everyone looks grim.
One of the younger players says "You can't kill a toon, you know.  Not
permenantly."
Another says "Don't worry.  If you encounter a toon, just make up a song that
usually works on them."

And the Fantasy Trip remains intact.
And word value takes priority over numbers.


But, if a player wants to make a Galactus version of a TFT starting character,
I will do everything I can to provide them with a world that reacts to them in
all the ways they expect.



As to MA, in TFT MA is not a variable, so converting it to ten is
unnecessary.

David Michael Grouchy II
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