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(TFT) The problems in scaleable combat (ab-3)
The First Fantasy Campaign which spawned Dungeons and Dragons was dirived
from many sources but it's rules were based on Chainmail, a ruleset for
fantasy minature battles. I suspose much could be read into how far RPGs
moved away from their roots. There have been quite a few games that have
tried to address rules for handeling epic or not so battles. The most
detailed of these tend to use a seperate rules system for battle and
roleplay, like the Warhammer games, the more abstract will assign the
players a "battle" skill and have the player make X number of checks
depending on the freocity of the battle, much like the job tables. Most RPGs
don't offer anything in the way of war.
What I'm after is a system that isn't so far removed from TFT itself that it
requires a whole difrent setup to play (table, tape measures, lots of
minatures, terain.... that stuff gets expensive) and uses compleatly difrent
rules (moving useing a ruler instead of hexes). I want it to have enough
complexity however that the whole shebang isn't left up to a halfdozen die
roles and a couple of charts. So.....
P1 Any untrained group of individuals in my world will be represented by
Joe/Jane average.
P2 Any group that shares a comunication link and a leader can be called a
Unit and can be represented on a character sheet.
Now in order to allow me to draw up my army on a handful of character sheets
I'm going to have to amplify and or change some rules. I want to keep this
to a bear minimum though. So what areas are of concern?
1; Atributes/Character Sheet - This is the most obvious. STR = # of men IQ =
moral and DEX = dex.
2; Tallents/Spells - This is pretty obvious too. Spell effects en-mass need
to be described. Also new talents for groups of people need to be described
like teaching 27 legionaries the 'tortoise' formation or teaching 5 guys
'basketball'.
3; Followers/Organization - New Followers gets a big expansion. Henchmen
become important (or even more important if your actually making your
players carry their gold and equipment).
4; Learning/Study/Training - This has to be formalized as so much is
centered around training for Units.
5; Scaleable Turns - Obviously 5 second turns won't work for an army.
6; Melee - You might be suprised at how few changes are needed.
I'll address each of these as all this goes on.
Jay
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