[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

RE: (TFT) d20 TFT



Hello Ty,
	No strong objections other than the healing
spells.  I posted what I considered should be the
strongest healing magic spells a while back.

	One of the things I LIKE about TFT is that
wounds are important and tough to deal with.  If
easy healing magic is available, the game seems
too much like D&D.  (IMHO anyway.)

	The fact that TFT combat is fast and deadly
force PC's into thinking about other ways of
dealing with problems than Hack, Hack, HACK!


	Virtually every long term TFT campaign that
I have played in has some system for giving more
memory to players for buying talents & spells, so
giving everyone +4 memory is pretty standard I
think.

	However, you may want to have people spend
Experience for those 4 points.  If so, you might
want to check out my superscript rules or Dave
Seagraves' Adjusted ST and IQ (which are basically
a subset of my superscript rules except he uses
2 for one where as I use a 3 for 1 ratio).


	Good luck on your campaign.

	Rick



-----Original Message-----
From: tft-owner@brainiac.com [mailto:tft-owner@brainiac.com]On Behalf Of
Ty Beard
Sent: Thursday, July 04, 2002 3:17 PM
To: tft@brainiac.com
Subject: (TFT) d20 TFT


Well, I'm going to start a new TFT campaign and try out a few new ideas:

PROBLEM:
The 3d6 bell curve is too steep and causes players to overvalue DX (i.e. an
adjDX of 12 = 74% chance of success; adjDX 13 = 84% and so on).

SOLUTIONS:
a. Change all atribute rolls to 1d20. This will make the jump from 10 to 11
to 12 far smaller and will give some benefit to real high stats.

b. Easy rolls are +4 to attribute. Average rolls are the attribute. Hard
rolls (comparable to 4 die rolls) are -4 to the attribute. Very hard
(comparable to 5 die rolls) are -8. Impossible are -12. And so on.

c. Natural 1 succeeds and natural 20 fails. If you roll a natural 1 in
combat, roll 1d6 1-3 automatic hit. 4-5 double damage. 6 triple damage. If
you roll a natural 20 in combat, roll 1d6 1-3 automatic miss. 4-5 dropped
wpn. 6 break wpn.


PROBLEM: I want to run dungeon adventures, so the brutal TFT combat system
needs some mellowing.

SOLUTIONS:
a. Unconsciousness is at 0 to -5 ST. Anyone that gets to that point is out
until awakened. If wounded to -6 or less, the character is badly wounded and
will lose 1 ST per turn until dead (death is at -ST). This "bleeding" can be
stopped if someone makes a hard roll vs DX or IQ (average for Physicker,
easy for Master Physicker). A Combat Healing spell or healing potion will
stop the bleeding.

b. New spells, Healing, Combat Healing, Greater Combat Healing (see below).
   Combat Healing (IQ 10) (T) For each ST spent casting, the wizard heals 1
points
   of combat damage. This will not heal fatigue or ST lost from casting
spells.

   Healing (IQ 10) (T). Spell takes 5 minutes and target must remain still
or it
   will not work. For each ST spent, the wizard heals 6 points
   of combat damage. This will not heal fatigue or ST lost from casting
spells.
   Also available in potion form for $75. Heals 5 points per dose.

   Greater Combat Healing (IQ 14) (T) For each ST spent casting, the wizard
heals 3
   points of combat damage. This will not heal fatigue or ST lost from
casting spells.

c. Healing by spells, potions or physickers may not heal the *first* point
of damage suffered in each combat. So after a series of battles, fighters
will start to wear down.


PROBLEM: TFT Characters are too limited in their talent selection for my
taste.

SOLUTION: Characters stary with 4 extra talent points. They can buy 2 talent
points for the cost of one attribute point.

Comments?

I'll post other problems and solutions later on.

--Ty Beard
=====
Post to the entire list by writing to tft@brainiac.com.
Unsubscribe by mailing to majordomo@brainiac.com with the message body
"unsubscribe tft"
=====
Post to the entire list by writing to tft@brainiac.com.
Unsubscribe by mailing to majordomo@brainiac.com with the message body
"unsubscribe tft"