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Re: (TFT) Gencon (Long reply)
At 11:35 PM 5/19/2006, you wrote:
Nocstar--
I'll be there from Wednesday to Sunday. We are 
driving there from New York. A good friend of 
mine, who used to regularly play TFT with me 
when I lived in Kentucky, will be attending as 
well. So that makes three of us so far.
<snip>
        Sounds great! We used to play a similar 
battle that we affectionately called "Dungeon 
Bowl". Each team was identical and consisted of 
one character for each "type" of warrior. The 
teams started out as basic 32 point characters 
but quickly evolved into powerhouse teams. It was 
a great way to let off that "munchkin" steam that 
we all pretend we are too cool to possess. ;-) We 
used rule variations from Interplay and a few 
house rules such as the wizard taking a -4 
penalty if impaled by an arrow. We also dressed 
up the UC talents which gave the "cleric" a 
unique feel. Battles were quick and bloody. The 
assassin is deadly with the dagger marksmanship 
rules, but falls easily if engaged. The archer 
and the wizard were the most hunted characters.
        The random treasure table contained 
cursed items as well as beneficial items. The 
exact nature of the treasure was not known until 
the character committed to it. The wizard's ring 
contained a 5 point strength battery and a 
self-powered Remove Cursed Item power. Wizard 
Rings were sought after as trophies as well as 
denying the enemy needed resources.
       Due to some fiery debates that occurred 
during some battles, the Arena Awareness ring 
came into play. Basically this was a telepathic 
ring that allowed communication between all teams 
and prevented "secret" spells from being cast. 
There were just too many incidents of "I cast 
reverse missiles 3 turns ago. I didn't tell you 
because it was a secret." Yeah, right...
       If you are interested, here are the 
character stats and rule variations we used.
DUNGEON BOWL WARRIORS IV
___________________________________________________________
WIZARD (Human)
   ST: 15                           WOUNDS:                        TA: 50
   DX: 17   ADJ: 16        FATIGUE:                    GOAL: 2000
   IQ: 18                              ARMOR: 1                     EXP:
   MA: 10   ADJ: 10
   TALENTS:
    Literacy (1)
   SPELLS:
    Aid (T, 1/1)                              Drain Strength (S, 1/5)
    Blur (T, 1+1)                             Drop Weapon (T, 1)
    Clumsiness (T, -2/1)                  Freeze (T, 4)
    Create Fire  (C, 1)                    Remove Thrown Spell (T, 2)
       4-Hex Fire (C, 2)                    Reverse Missiles (T, 2+1)
       8-Hex Fire (C, 4)                   Speed Movement (T, 2)
    Create Wall  (C, 2)                  Spell Shield (T, 3+1)
       4-Hex Wall (C, 4)                  Staff of Power (S, *)
       8-Hex Wall (C, 6)                     Staff (S, 5)
    Dazzle (S, 3)                             Summon Mymidon (C, 2/1)
    Destroy Creation (T, 1)             Wizard's Wrath (M, 1+1/1)
  EQUIPMENT:                                        WEIGHT (kg)
    Staff of Power (Damage: 2d6)                           1.5
    Silver Dagger  (Damage: 1-1, HTH 1+1)           0.1
    Cloth Armor   (DX-1, Stops 1 hits)                    7.0
                                              TOTAL WEIGHT:   8.6
    Ruby Ring (SB 5:5; Arena Awareness; Remove Cursed Object, T, 1)
_________________________________________________________
CLERIC (Human)
   ST: 11                           WOUNDS:                        TA: 50
   DX: 16   ADJ: 15        FATIGUE:                    GOAL: 2000
   IQ: 23                              ARMOR: 1                     EXP:
   MA: 10   ADJ: 10
   SPECIAL ABILITIES:
    Cure Light Wounds     (S, Heal 1d6, No cost, 1 use, 3d6 vs IQ)
    Cure Light Wounds     (S, Heal 1d6, No cost, 1 use, 3d6 vs IQ)
    Cure Serious Wounds (S, Heal 2d6, No cost, 1 use, 3d6 vs IQ)
   RESTRICTIONS:
    No edged weapons. Tithe 90% of income.
   TALENTS:
    Literacy/Scholar (4); Priest/Theologian (4); Ax/Mace (2); UC IV (8)
   SPELLS:
    Aid (T, 1/1)            Curse (T, ~1/2)
    Avert (T, 2+1)        Remove Thrown Spell (T, 2)
    Bless (S, 2)             Stop (T, 3)
   EQUIPMENT:                                        WEIGHT (kg)
    Bare Hands  (Damage: 1+2)
    Mace            (Damage: 2-1)                                 3.0
    Cloth Armor (DX -1, Stops 1 hit)                         7.0
                                                TOTAL WEIGHT: 10.0
    Silver Ring (Arena Awareness)
_____________________________________________________________________
ASSASSIN (Human)
   ST: 11      WOUNDS:                                       TA: 50
   DX: 17   ADJ: 16 (TW 
+2)      FATIGUE:                                 GOAL: 2000
   IQ: 22         ARMOR: 1                                 EXP:
   MA: 10   ADJ: 10 (MA +2)
   TALENTS:
    Sword (2); Thrown Weapons (2); Bola (1); Boomerang (1);
    Dagger Marksmanship I (2); Dagger Marksmanship II (2);
    Dagger Marksmanship III (2); Run (2); Literacy (1);
    Thief/Master Thief (4); Detect/Remove Traps (3)
   EQUIPMENT: WEIGHT (kg)
    Shortsword          (Damage: 2-1, Poisoned 
3,2,1)                                           2.0
    Dagger                  (Damage: 1-1, HTH 
1+1, Thrown 1+2, Poisoned 2d6)      0.1
    Dagger                 (Damage: 1-1, HTH 
1+1, Thrown 1+2, Poisoned 2d6)      0.1
    Dagger                 (Damage: 1-1, HTH 
1+1, Thrown 1+2, Poisoned 2d6)      0.1
    Boomerang          (Damage: 
2d6)                                                                    1.5
    Bola                     (Damage 1-2, 
Special)                                                        0.5
    Poison Gas Bomb (Damage: 2d6, 
Special)                                                      1.0
    Poison Gas Bomb (Damage: 2d6, 
Special)                                                      1.0
    Cloth Armor        (DX-1, Stops 1 
hit)                                                             7.0
                                                                                            TOTAL 
WEIGHT: 13.3
    Silver Ring (Arena Awareness)
____________________________________________________________________
HERO (Human)
   ST: 18                           WOUNDS:                        TA: 50
   DX: 19   ADJ: 17        FATIGUE:                    GOAL: 2000
   IQ: 13                              ARMOR: 2 + 3               EXP:
   MA: 10   ADJ: 8
   TALENTS:
    Pole Weapons (2); Sword (2); Warrior/Veteran (5);
   Tactics/Strategy (3); Literacy (1)
   EQUIPMENT: WEIGHT (kg)
    Pike Axe          (Damage: 2+2, doubles for charge, 2-handed)       10.0
    Great Sword    (Damage: 3+1, 
2-handed)                                         7.0
    Bastard Sword (Damage: 2+1, 1-Handed; 3-2, 2-Handed)               3.5
    Dagger             (Damage: 1-1, HTH 
1+4)                                          0.1
    Chainmail        (DX-2, Stops 3 
hits)                                                15.0
                                                                           TOTAL 
WEIGHT:   35.6
    Silver Ring (Arena Awareness)
________________________________________________________________________
AXEMAN (Dwarf)
   ST: 18      WOUNDS:                                       TA: 46
   DX: 15   ADJ: 15 (TW 
+2)      FATIGUE:                                 GOAL: 1000
   IQ: 13         ARMOR: 2 +2 (+1)                    EXP:
   MA: 10   ADJ: 10
   TALENTS:
    Ax/Mace (2); Knife (1); Shield (1); Thrown 
Weapons (2); Warrior/Veteran (5);
     Human Language (1); Diplomacy (1)
   EQUIPMENT: WEIGHT (kg)
    Battle Axe      (Damage: 3d6 {+1, Dwf}, 2-Handed)               10.0
    Small Ax        (Damage: 1+2 {+1, Dwf}; Can be thrown.)        2.5
    Dagger            (Damage: 1-1, HTH 
1+4)                                     0.1
    Spike Shield   (Stops 1 hit, Damage: 1-2, DX-4)                        6.0
    Leather Armor (DX-2, Stops 2 
hits)                                             8.0
                                                                       TOTAL 
WEIGHT: 26.6
    Silver Ring (Arena Awareness)
______________________________________________________________________________
ARCHER (Elf)
   ST: 14      WOUNDS:                          TA: 45
   DX: 16   ADJ: 15 (MW +3)     FATIGUE:                    GOAL: 1000
   IQ: 15         ARMOR: 1+1                 EXP:
   MA: 12   ADJ: 10 (MA +2)
   TALENTS:
    Bow (2); Crossbow (1); Missile Weapons (3); 
Sword (2); Shield (1); Run (2);
    Warrior (2); Diplomacy (1); Human Language (1)
   EQUIPMENT: WEIGHT (kg)
    Long Bow        (Damage: 1+2, Two shots if Adj. Dx = 18+)        2.0
      Quiver/20 Arrows 0.5
    Light Crossbow (Damage: 2d6, Every turn if Adj. Dx= 14)           3.0
      Quiver/20 Bolts 0.5
    Bastard Sword (Damage: 2+1, 1-handed; 3-2, 2-handed)             3.5
    Dagger             (Damage: 1-1, HTH 
1+2)                                      0.1
    Cloth Armor    (DX-1, Stops 1 
hit)                                                7.0
                                                                         TOTAL 
WEIGHT: 16.6
    Silver Ring (Arena Awareness)
__________________________________________________________________________
SWORDSMAN (Human)
   ST: 14      WOUNDS:                                       TA: 45
   DX: 17   ADJ: 
15                        FATIGUE:                                 GOAL: 1000
   IQ: 14         ARMOR: 1 +2 (+2, +2) (+1)      EXP:
   MA: 10   ADJ: 8 (MA: +2)
   TALENTS:
    Sword (2); Fencing (3); Two-Weapons (3); Shield (1); Tactics (1);
    Warrior (2); Run (2)
   EQUIPMENT: WEIGHT (kg)
    Bastard Sword (Damage: 2+1, 1 Handed; 3-2, 2-Handed)              3.5
    Bastard Sword (Damage: 2+1, 1 Handed; 3-2, 2-Handed)              3.5
    Dagger            (Damage: 1-1, HTH 
1+2)                                        0.1
    Dagger            (Damage: 1-1, HTH 
1+2)                                        0.1
    Spike Shield   (Stops 1 hit, Damage: 1-2, 
DX-4)                           6.0
    Leather Armor (DX-2, Stops 2 
hits)                                                8.0
                                                                          TOTAL 
WEIGHT: 21.2
    Silver Ring (Arena Awareness)
_____________________________________________________________________
WITCH-HUNTER (Half-Elf)
   ST: 18      WOUNDS:                                       TA: 50
   DX: 15   ADJ: 
15                        FATIGUE:                                 GOAL: 2000
   IQ: 17         ARMOR: 2 + 2 (+2)                 EXP:
   MA: 11   ADJ: 11
   TALENTS:
    Sword/ Fencing (5); Warrior/Veteran (5); Acrobatics (3); Literacy (1)
   SPELLS
    Spell Shield (T, 3+1)
   EQUIPMENT: WEIGHT (kg)
    Great Sword    (Damage: 3+1, 
2-Handed)                                      7.0
    Bastard Sword (Damage: 2+1, 1-Handed; 3-2, 2-Handed)             3.5
    Dagger             (Damage: 1-1, HTH 
1+4)                                        0.1
    Leather Armor (DX-2, Stops 2 
hits)                                                8.0
                                                                           TOTAL 
WEIGHT: 18.6
    Silver Ring (Arena Awareness)
______________________________________________________________________________________
Unarmed Combat Skill
General
Fighter must be unarmored or wearing cloth only. 
High strength fighters may wear any armor they can ignore totally.
When rolling to attack, a result of 17 causes 1d6 
damage to fighter, no armor protection. A result 
of 18 causes 1+1 damage and a chance of 
crippling. If a cripple occurs during a punch 
attack, ignore location and apply to arm. If 
cripple occurs during a kick attack or as a 
result of missing a kick, apply rolled result.
          Magic spells are not affected by U.C. 
defensive bonuses except missile spells, which are dodged like missile weapons.
U.C. I (IQ 10; 2)
          Prerequisite: DX 13 or better. Adds +1 to all unarmed combat damage.
U.C. II (IQ 12; 2)
          Prerequisite: U.C. I and DX 14 or 
better. Adds +2 to all unarmed combat damage. May 
throw foe; use shield rush rules.
U.C. III (IQ 14; 2)
          Prerequisite: U.C. II. Adds +3 to all 
unarmed combat damage. Considered a master. When 
throwing a foe, foe must roll 5d6 vs. DX to avoid 
falling (4 dice if foes ST is greater than twice 
the thrower). May attempt to throw any foe that 
is less than 3 times his ST. May choose Defend 
option bare-handed. Fighter may double punch 
with both hands against a single target at - 4 DX 
for each attack. Attack is delayed - 4.
U.C. IV (IQ 14; 2)
          Prerequisite: U.C. III and DX 15 or 
better. Fighter has natural eyes-behind 
ability. If fighter takes Defend option 
bare-handed, attacker must roll 5 dice to hit 
him. Fighter may snap kick for additional +1 to 
unarmed damage. If fighter misses, he must roll 4 
vs. DX to avoid falling. A result of 21 or 22 
causes 1d6 damage to fighter, no armor 
protection. A result of 23 or 24 causes 1+1 damage and a chance of crippling.
U.C. V (IQ 14; 3)
Prerequisite: U.C. IV and DX 16 or better. An 
attacker must roll 4 dice to hit this fighter in 
normal combat, 6 dice if he is dodging and 7 dice 
if he is defending. If a U.C. V fighter hits a 
foe for 3 or more damage, foe is hit on a nerve 
and drops weapon. U.C. V fighters may double 
punch 2 separate targets. A U.C. V fighter may 
parry 2 hits with each arm that he does not 
attack with like the 2-Weapons skill. If he 
chooses to parry with an arm, he may not kick.
If a U.C. V fighter charges a target in a 
straight line of 3 or more hexes, he may attempt 
a flying snap kick. If successful, damage is 
doubled. U.C. V fighters roll 3 dice to avoid 
falling from a missed snap kick and 4 dice for a 
missed flying snap kick. Flying snap kicks 
are not true charge attacks and do not take place 
before other attacks. Flying snap kicks only 
occur if the kicker has moved and can be aimed at any foe in his frontal hexes.
          A U.C. V fighter may choose to sweep 
kick all foes in his frontal hexes. Treat as a 
sweep attack except no damage is done. All foes 
that are hit must roll 4 vs. DX to avoid falling.
___________________________________________________________________________________________________________
Pole Weapons
   Pole weapon users suffer -4 DX to hit if the hex opposite target
is a wall or column. If a pole weapon user is charging a spell caster
or a missile or thrown weapon user whose weapon is ready, then the
attack is resolved as if both had pole weapons. Target does not get
+2 for "grounding".
   During a charge or 2-hex jab, a figure using any edged weapon or
a great hammer may strike at the head of the pole weapon instead of
the pole weapon user . Attack is - 4 DX and precedes the pole weapon
charge. If damage equals 1/2 minimum ST to carry rounded up then the
pole weapon becomes a club, otherwise there is no effect.
______________________________________________________________________
Dagger Marksmanship (the rule)
  Applies to daggers or sha-ken; maximum range: 3 yards.
   Head: -6 DX
        no armor protection
        double damage on normal roll
        quadruple damage on a roll of 4
        sextuple damage on a roll of 3
   Hand: -6 DX
        no shield protection
        no armor protection lighter than chainmail
        normal damage, target drops weapon or shield, etc.
_____________________________________________________________
Dagger Marksmanship I (IQ 10 talent, 2)
  Prerequisites: DX 12, Knife and/or Sha-ken, Thrown Weapons
   Increases damage done by thrown dagger or sha-ken
        double damage on roll of 5-7
        triple damage on roll of 3-4
Dagger Marksmanship II (IQ 10 talent, 2)
  Prerequisites: DX 12, Knife and/or Sha-ken, Thrown Weapons
   Increases damage done by thrown dagger or sha-ken by +3
   Increases crippling hit roll by 1 if attacker chooses.
Dagger Marksmanship III (IQ 12 talent, 2)
  Prerequisites: DX 14, Knife and/or Sha-ken, Thrown Weapons
   May throw daggers and/or sha-ken twice per turn same as bow.
         Second weapon must be easily accessible; adjDX = 16.
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