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Re: Re: (TFT) Scale



> ----- Original Message -----
> From: pvk@oz.net

<snip>
 
> So if you wanted to take that into account without losing the abstraction,
> you might look at letting some characters initiate more actions than
> others, based on their IQ and/or talents. In TFT I think you'd want some
> sort of reaction system, though - the point isn't that an alert/active
> character can smack someone over and over without getting hit back - it's
> that he can _avoid_ interacting with the foes who aren't keeping up with
> what's going on. It's kind of like when you're able to take advantage of
> winning the initiative in TFT, except it's not an organized
> everyone-on-a-side kind of thing, and sometimes many people are just not
> moving to engage. Sort of like if everyone had to roll IQ each turn in
> order to be allowed to engage (or maybe to move more than one hex), and in
> confused situations, it was a 4-die roll, and there were a talent to
> reduce and/or eliminate the roll in many cases, and/or leaders could
> improve the roll of some minions.
> 
> PvK
> =====
>

Yes, yes, yes!

I should mention something here.

I look at an RPG as a "meta" game that encompasses a multitude of smaller games.

By this view there is nothing saying that Combat, for instance, MUST be played exactally the same way every encounter.

TFT seemed to get this.
At least Quick Combat was included.

So I think a "Party" is a unit. The better trained the more smoothly they work together. One could also use the analogy of a Football Team. (nudge nudge, wink wink?)

This has implications for the stuff on Combat Results Tables.

I've been consolidating your posts on these kind of things. Very intresting!


Jay

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