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Re: (TFT) New File on Dwarves on Rick's web pages.



I'm all in favor of bearded dwarf ladies, and the elaborate beardstyles they would surely wear, but that's just my opinion. And I, too, appreciate what you've done with the MA and armor penalties thing.

My problem with the Advantages of Great ST is that it's tough to build your ST that high, without really being hit hard by the tradeoff in terms of DX and IQ, especially DX. I actually don't recall ever seeing a player character with ST 18+, even in games where everyone started with 40 attribute points. For this reason, I think the Advantages of Great ST should start kicking in around ST 14 or so.

As far as being able to see in the dark, instead of some ill-defined magical effect, I'd rather give dwarves natural vision in the infrared spectrum (still doesn't work against Shadow spells, which presumably block infrared wavelengths as well as the spectrum visible to humans). Explicitly basing game effects on real-world physics seems to result in less rules-lawyering, and more creative problem-solving.

As a balancing penalty for the infra-vision, my thought was severe acrophobia - forcing dwarf characters to make an IQ roll vs. panic when they get more than a certain distance away from solid ground. Could be good for both frustration and laughs, depending on the player. It does seem fair to allow that particular trait to be bought off with experience.

Stealth? Dwarves? Hah. Just as Mr. von Kleinsmid pictures dwarf women as beardless, I imagine dwarves being about as stealthy as an overcaffeinated three-year-old getting into the pots and pans cabinet. Stealth, a dwarf might say, is for cowardly elves who can't stand up in a fair fight, bouncing blows off well-designed armor like a respectable warrior.

- Meg



On 2/3/16 10:09 PM, Rick Smith wrote:
Hi Peter,
   I didn't like in the Advantages of Great ST, you only got bonuses for
ST for some armor and that these bonuses only came at rare magic
numbers.

   So ALL armor can now have reduced DX and MA penalties, if you are
strong enough.  There are two numbers: The threshold number where you
are strong enough to start getting less penalties, and the No Negatives
number which is at what ST (and higher) that a given set of armor no
longer gives you any penalties.

   Because dwarves get less MA negatives for armor, the No Negatives
number also has to be reduced to make things work out right.

   Warm regards, Rick


On 2016-02-03, at 3:49 PM, Peter von Kleinsmid wrote:
Hi Rick,

Your dwarf page is cool and interesting, even though I probably wouldn't run it myself in a campaign due to having enough other visions and versions of dwarves. I never liked the "bearded dwarf ladies" idea. I also rarely have anyone anywhere who's pushing 50 attribute points total.

I do think the way you did the reduced MA but less reduction from armor thing well. It nicely mirrors the elf MA advantage. That I probably would use, as that's pretty much the same reduction we have in GURPS.

Questions:

What is "armor's no negative number"?

What do you mean by "sacrificing 5 attribute" and re-earning them? Do you mean a character can reduce attribute levels they already have, or just spend EP equal to 5 points' improvement (or is it 5 times the cost of the next +1)? Does it count as 5 points towards the cost of the next attribute, if you have the ability?

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