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Re: (TFT) Madison Traditional Gaming.



I like the advanced stuff better, but as everyone on this group will tell
 you, you will need some house rules to make it what you want.
 

  

 

  

 

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 ------ Original Message ------
   Received: 11:05 AM PST, 12/01/2015
   From: Jay White <riskoridan@hotmail.com>
   To: "tft@brainiac.com" <tft@brainiac.com>
   Subject: (TFT) Madison Traditional Gaming.
   

   

   

   

     I have a question for everyone. I am in a gaming group at the local 
game s
       tore and we meet every Tuesday evening. What we do is several of u
s are GM
       s, actually anyone can GM, and about every four months or so we sw
itch
       game systems. The only requirement is that the system be pre-2K. I
 have b
       een running MERP. And am considering running TFT in the new "seaso
n" start
       ing in January.
       

       Would it be better to run basic Melee/Wizard or could/should I jum
p right i
       nto TFT/ITL? I have been playing TFT since the time of the Beginni
ng, th
       e '80s... Just would like some thoughts/ideas...
       

       Jay White (the other Jay)
       

       > Subject: Re: (TFT) Shields and Feats.
       > From: rick_ww@lightspeed.ca
       > Date: Tue, 1 Dec 2015 10:22:10 -0800
       > To: tft@brainiac.com
       >
       > Hi David,
       > Thanks for the comments.
       >
       > Two handed weapons used to do one extra point of damage.
       > In my revised weapon list they usually do 3 extra points of
       > damage. (The exception is pole weapons. A two handed pole
       > weapon does +2 damage, but then gets a x 1.5 multiplier if
       > it charges closing the distance by 3 hexes.)
       >
       > I have added lots of talents some of which come on the even
       > number of IQ points, (e.g. IQ 10, 12, etc.). However, to make
       > talents easier to find, prerequisites are 2 IQ lower than the
       > more advanced talents. This means that given that Shield is
       > IQ 7, then advanced shield talents will fall at IQ 9 and 11.
       > (I've added so many talents, that this rule is actually fairly
       > important to help people remember where to find talents.)
       >
       > We will have to agree to disagree about making an IQ 8
       > fighter obsolete. I feel that a barely trained fighter SHOULD
       > be beaten by highly skilled adversaries. I am not troubled
       > that many of the advanced fighting skills are higher IQ than
       > 8. That is how the TFT system is set up. If you wanted to
       > grab a bunch of my talents, but make them all IQ 8, it would
       > not trouble me.
       >
       > The last edition of D&D that I played much was 2nd, which
       > was before feats, so I can't comment much on them. But if
       > you were to write up a bunch of feats, I would read them
       > with interest.
       >
       > In D&D you get more feats with higher levels. Would your
       > feats be based on buying DX and ST (but not IQ), or would
       > you have another system?
       >
       > Warm regards, Rick.
       >
       >
       > On 2015-12-01, at 1:25 AM, David Bofinger wrote:
       > > If you make shields much better, you need to make two-handed w
eapons
       much
       > > better as well. Or one-handed weapons worse. Probably a bit of
 both.
       > >
       > > Caveat: This is based on what I've seen of Rick's advanced wea
pon talen
       ts,
       > > which might have changed since I saw them.
       > >
       > > Rick, you seem to like putting all your combat expertise talen
ts (shi
       eld,
       > > weapons) at IQ 9, 11. I'm not sure why you do that but it has 
a coupl
       e of
       > > effects I suspect are undesirable. First, IQ 9 is only just ab
ove the
       hard
       > > deck of IQ 8 so it makes the classic IQ 8 fighter pretty much 
obsolete.
       The
       > > benefits of IQ 9 talents greatly outweigh the cost of 1 point 
so IQ 8 i
       s no
       > > longer a sweet spot. As an example:
       > >
       > > Fighter ST 12 DX 12 IQ 8 [Knife, Sword, Shield, Running, +3 @ 
I
       Q 8]
       > > broadsword, small shield: 2+0, aDX 12, stops 1, parries on 12 
(
       10%), MA 12.
       > >
       > > Fighter ST 11 DX 12 IQ 9: [Knife, Sword, Shield, Improved Swor
d
       , Shield 2,
       > > +2 @ IQ 9] shortsword, small shield: 2+1, aDX 12, stops 3, par
r
       ies on 14
       > > (22%), MA 10.
       > >
       > > OK, it's not absolutely one-sided, but I know who I'd rather b
ack i
       n a
       > > fight. It's a pretty huge gulf in capability. Two-handed weapo
ns also t
       ake
       > > a hit.
       > >
       > > I don't think the simple fighter should be made obsolete. Have
 to compe
       te,
       > > sure, but not get badly outcompeted by obvious analogous desig
ns.
       > >
       > > Generally it tends to make the odd-IQ levels more useful than 
the even
       > > IQ-levels, for anyone with an interest in melee combat. That's
 alread
       y true
       > > to some extent in the standard rules, because the best stuff i
s, IM
       O,
       > > somewhat more common at odd IQ than even, at least at lower IQ
 levels
       . IQ 8
       > > has Seamanship/Boating/Horsemanship which might be useful but 
is highly
       > > situational and anyway that doesn't count because we don't get
 to choos
       e
       > > whether we have IQ 8. IQ 9 has Missile Weapons which can easil
y be real
       ly
       > > important, IQ 10 has Fencing but that's not a huge deal, IQ 11
 has
       Two
       > > Weapons which can be quite a big deal (along with three critic
al party
       > > skills, it's a big skill monkey level), IQ 12 has nothing much
, I
       Q 13 has
       > > nothing much, IQ 14 has the high level unarmed combat abilitie
s thoug
       h they
       > > cost a fortune. Add in your special combat talents and I think
 characte
       rs
       > > will be putting their IQ up two at a time.
       > >
       > > (Another feature of your weapon talents is that IQ 9 to IQ 11 
is a smal
       ler
       > > jump than IQ 11 to IQ 13 so characters tend to stop at IQ 9 or
 IQ 13. I
       > > think.)
       > >
       > > I'm not sure what the answer is to this. But I sort of like th
e idea th
       at
       > > the special abilities should be a bit more like what D&D calls
 feats an
       d
       > > less just "add two". Actually, my current theory of RPG design
 is to
       ditch
       > > as many numbers as possible and describe everything by charact
ers havin
       g
       > > feats. Because feats are more fun than numbers.
       > >
       > > --
       > > David
       > >
       > > > > Post to the entire list by writing to tft@brainiac.com.
       > > Unsubscribe by mailing to majordomo@brainiac.com with the mess
age body
       > > "unsubscribe tft"
       >
       > > Post to the entire list by writing to tft@brainiac.com.
       > Unsubscribe by mailing to majordomo@brainiac.com with the messag
e body
       > "unsubscribe tft"
       

       

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