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Re: (TFT) TFT Healing



To be clear, this isn't a counter-rant, but just an explanation of my perspective in relation to Erol's. I entirely agree that every player has his own tastes, and that players that like easy-healing and nerf weapons have every right to prefer those types of games.

At 01:30 AM 9/13/06 -0400, ErolB1@aol.com wrote:
...
o To what extent are the people here *players* in TFT games, as opposed to
being TFT GMs?

I've done many years of both. I definitely prefer playing (as a player just as much as when I'm the GM) in a game with realistic risks of combat, because "swords aren't really very dangerous" fails to convince me, or to interest me, or to make me worried, and I end up quickly being unsatisfied with the game and not caring and wanting to play something more gritty. I want to relate to a tactical situation in a way that makes sense to me and doesn't feel gamey.


o I find that high lethality interferes with roleplaying. And since
roleplaying is a big part of the fun, that makes high lethality a problem for me.

Realistic damage and risk doesn't have to lead to high lethality, though. Experienced people can learn how to increase their chances of staying alive in realistic ways, rather than just because the game system gives them orders of magnitude more hitpoints than any weapon can inflict in one turn.


For my own TFT game I've settled on an
active defense roll for skilled combatants (i.e. those with the Fencing talent) and sucked up the extra overhead this adds to gameplay. (I've also replaced Warrior and Veteran with a new "Toughness" talent.)

I like active defenses too, and think one of the greatest shortcomings of TFT is that there are very few defensive effects besides armor. It's one of the biggest reasons I prefer GURPS combat to TFT - characters that parry, block and dodge to stay alive, instead of relying on armor, magic, or incapacitating the enemy first.


o Something that I've never seen any game system do a good job of emulating
is the character with the "crazed weasel defense." This is the character with
little or no armor, who jumps a bunch of low-skill opponents armed with weapons that *would* hurt badly if they connect, and then jumps around like a crazed weasel in such a way that - somehow - he never gets hit. (Or at worst he gets hit very very rarely - a grazing wound once every 10 to 100 fights).

I think GURPS does this very well, though you need to invoke some cinematic optional rules to get to the extreme level you are talking about. But I've done what you're talking about, though through skillful playing rather than "my character is just nearly unhittable" rules. The last major campaign I was in, I started as a dexterous peasant with a quarterstaff. By the end of our many years of gaming, I was still using mainly a quarterstaff and some gator-skin armor (like leather +1), plus some knives and brawling and wrestling in a pinch, and I was about the most dangerous PC around, and often did defeat entire groups who, if they ever got in good hit, could have taken me out. However I had to use serious tactics and caution as well as high skills to do it, and it was a blast. It wouldn't really be possible to make that character work in TFT, because of the TFT engagement and Defend rules, and the lack of active defenses, GURPS' Wait maneuver, detailed and skill-based HTH rules, etc. Also, if I didn't play really well and carefully, I could have been defeated much more often than I was. Though I lost a few fights, I only remember getting really nailed by a fluke roll once, fighting a blacksmith who had a phobia about my character because I beat him up some years before. He was screaming and shouting "Ahh! It's Stick Man!" as I recall. I very nearly died in one blow and lost the fight (fortunately, his rage subsided or onlookers subdued him after I fell - I don't really know since I was unconscious), but it was hilarious (even my character thought so) and felt right and I really didn't mind having to heal up - it made a good story.

The computer game Dominions by Illwinter does this pretty well, too, though that is a high-lethality conquest game. I often try to keep heroes alive with high defense skills, tactics, and magic weapons, though, and have had lots of fun with that. Dominions handles attack and defense in one opposed open-ended skill contest per attack, which works pretty well but in a board game wouldn't be much easier than GURPS to resolve. Fortunately for that score, it's a computer game.


o Rapid healing isn't necessarily *instant* healing, and there's a good case
for keeping healing from being instant even if it is rapid. I have healing
potions "convert" regular injury into fatigue loss/stun damage rather than just being a "poof, you're healed" effect. I'm thinking of also applying this to physicker healing. The "Life" spell or potion will still be a "ShaBoom! You're Healed!" effect that (if you're alive) completely heals all injury, stun, & fatigue - but it *is* the ultimate healing spell in my campaign, able to bring back the (recently) dead.

Sounds good. I'm not entirely opposed to quick healing, and have used it as GM and played with it, but just haven't liked the effects it had as much as more limited healing situations. I try to apply limits, especially resource costs, so it isn't unlimited and has a cost and an expendable resource to use it.

PvK
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