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Re: (TFT) Using Melee/Wizard as a Wargame



We made some adjustments to the attributes. We broke each attribute into two separate attributes. Strength becaume encumbrance and constitution, with the former being physical strength and ST feat saving throws and the latter being used for HP, spell points and ST resistance type saving throws.

For DX we had "to hit" and "agility". The former being obvious and the latter being just about all else. In combat, we would compare the attacker's "to hit" against the defender's adj"agility" and for every 2pt difference the die roll was modified up or down in favor of the appropriate character.

The IQ was modified to "intelligence" and "knowledge" with the former being used for the IQ level and the latter your IQ points for spells and talents. This allowed you to have a super smart guy with limited knowledge or a low intelligence fighter with many talents.

We found that these changes really allowed for a variety of characters and seemed more "realistic' and we stayed with them for quite a while. You could have a barbarian warrior with all the low level talents he needed without making him an Einstein. Likewise for ST, you could have a wizard accumulate enough "constituion" for spell points but not have the same ST as a muscle-bound juggernaut fighter. This also gave a defensive advantage to the agile fighter. It worked really well.

We would grant each figure 2 attribute points each time the experience would indicate an additional point was due. The person could assign them anyway he wanted. I think we put a spread limit between the subattributes so you couldn't have a 10 ecumbrance and a 30 constituion. There should be some connection between the two.

Has anyone tried anything like this?

Aidan
----- Original Message ----- From: "Peter von Kleinsmid" <pvk@oz.net>
To: <tft@brainiac.com>
Sent: Saturday, November 11, 2006 6:58 AM
Subject: Re: (TFT) Using Melee/Wizard as a Wargame


>How have you guys found it from a roleplaying standpoint?

I think it's generally very good for roleplaying. The main weakness I see is the talent system, when characters run out of IQ capacity to acquire new skills. That can be solved with a house rule (e.g. allowing EP to buy more IQ capacity for talents rather than raising IQ).

PvK
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