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(TFT) Campaign Update #3



Gentlemen --

We've had our third session of TFT 2.0 (as I have named it). The system
continues to evolve, but each time, the changes are smaller and smaller. I
am having trouble with my ISP right now, so I can't post the system
reference document. But if anyone wants the latest version (in Word format),
just email me. Changes made to the game include:

1. Abandoned the square grid and went back to hexes <sigh>. With a square
grid, it is just too easy to outflank an opponent and I didn't want to add
anything fussy to handle that problem.

2. Allowed the thief a "backstab" ability. Since this is a dungeon campaign,
the thief needed more to do, so I have experimented with this rule: "Someone
with Thief may attempt to backstab his opponent. The GM makes an IQ role for
any enemy engaged in combat. If the enemy fails his roll, he will ignore the
Thief (although he will engage the Thief if the Thief moves into his front
hexes). The thief must maneuver to the flank or rear of the target. He gets
no bonus to hit, but if he hits, damage is doubled. This can only be done
with daggers, shortswords, small axes or light swords."

3. Reworked the unarmed combat talents and allowed them at lower IQ levels.
Also, gave +1 damage per UC level (but eliminated magical guantlets that
would increade damage). Allowed anyone with UC 3+ to damage any creature
that can only be damaged by magical/silver weapons. Allows the "whirling
crescendo of death" -- the martial artist can make an additional attck if he
hits with his first attack (maximum # of attacks is his UC level). We will
probably continue to fiddle with this.

4. Added the concept of "Strike Rank". This is the order in which you attack
and is your DX, adjusted for armor and encumbrance. It is a hassle in large
melees to refigure strike order as adjDX fluctuates, so this is my solution.
Also, my new weapon chart lets hafted weapons do a bit more damage, but
reduce the strike rank. Thus, swords hit first; hafted weapons do more
damage.

Comments?

--Ty
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