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RE: (TFT) Dragons of Underearth Versus Melee/Advanced Melee/Wizard/Advanced Wizard



Since Conquerors of Underearth was never released, it's impossible to say whether that's completely a fair analysis. Where I agree it is fair, however, is in the comment about magic items and armourer rules. In some ways that's my current attraction/fascination of it...Dragons seems to be written with more of a referee-less style of play in mind. Whether it's a wargame with two players fighting each other without requiring a referee, or a programmed adventure style game without a referee. In that sort of environment I actually prefer the way Dragons of Underearth just spells out those things..."If you buy your IQ up to this point you gain these potential bonus effects, at the cost of strength or dex." I've always hated buying things in RPGs. Gold is so meaningless. It's based entirely on the whim of the DM. Which is why I like the Melee/Dragons of Underearth recognition that it's not about money, its about how items effect your character. You don't need
 money to buy plate mail...you need enough Dex to make it worthwhile. The Dragons system expands on this. It's not about wearing your +1 plate mail into the bath house from fear of having it stolen. It's about having a high enough IQ at the expense of ST and Dex to create the item.

That all said, I'll prove that I'm a hypocrite and admit that I love the TFT job concept, especially in a solitaire or referee-less environment, so I'm a bit bummed to see that not present in Dragons. Again, though, maybe it was intended for the unpublished Conquerors.

My intention isn't to de-value your opinion, DMG...just to offer a counter-point. Because I certainly agree on many levels.

--- On Fri, 3/6/09, David Michael Grouchy II <david_michael_grouchy_ii@hotmail.com> wrote:

> From: David Michael Grouchy II <david_michael_grouchy_ii@hotmail.com>
> Subject: RE: (TFT) Dragons of Underearth Versus Melee/Advanced  Melee/Wizard/Advanced Wizard
> To: "mailing list" <tft@brainiac.com>
> Date: Friday, March 6, 2009, 6:46 AM
> > From: hulkasgt@yahoo.com
> >
> > How do you guys feel about these changes?
>  
>    The rules seem to suggest that the only stategic value
> comes from troop placement.  Internal ability not so much. 
> If feels like they are written by a drill instructor
> who's job is to create robots.  "Your mission is to
> move your miniature in a timely and efficient maner when
> your turn comes.  Nothing else."  Usefull enough in
> getting a unit to ship out as one force, but seems to stifle
> individuality.
>  
>    Not really interested in the inner life of heros.  No
> small squads of specialist sent in to break open the seige. 
> The only solution is more men or better equipment.  I
> don't like it.  Someone read TFT and realized a 46 point
> character could beat their entire army.  Dragons of
> Underearth should be renamed.  "Wargamming attempts to
> abort role playing before it learns to walk."
>  
>    Because that is what we are talking about here.  In
> D&D the characters crawl along.  In TFT the players can
> learn to walk, if they produce their own magic items.  Their
> own spells and tactics.  TFT allows for a fast combat
> system.  At best these rules go there.  Then it can be said
> that "TFT allows for the Dragons of Underearth rules,
> but Dragons of Underearth alone will not get you TFT."
>  
>    In fact it looks to me like a punative set of
> regulations.  The kind designed to keep the soldiers in
> Baracks 12 to quit making noise all night playing cards. 
> Yeah that's it.  Rerelease dragons as "Curfew!  TFT
> edition.  Go to bed early and without your supper.  Oh and
> clean up all those bodies on the way to your room."
>  
> David Michael Grouchy II
>  
>  
> p.s. all meant in good fun.  I would still play a game.  :)
>  
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