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(TFT) Re: Low hit points in TFT
Hi Allen
Around here I never had a problem finding people
who would at least TRY a new system once or twice. Perhaps
I had a more cosmopolitain circle.
If people are having fun, they will stick with a
system.
I suggest that if you really want to multiply how
long it takes to hack someone down, have all damage be
divided by 2, 3, 5 or by what ever muliplyer you choose.
Rick
>I don't know if any of you out there encountered this but my problem when I
>was gamemastering TFT was I couldn't entice AD&D players to join because they
>thought TFT characters were too weak in the sense that one good blow could
>kill you -- unlike D&D where characters swagger around with scads of
>hitpoints. One quick fix we tried was to multiply the ST by 5, but this caused
>problems in terms of magic use. At the very least it complicated accounting in
>what was supposed to be an elegant game system. Thoughts?
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