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Re: (TFT) TFT Industrial Revolution
I think my goal is being misunderstood here...
I know that gunpowder can cause explosions when it comes into contact  
with fireballs, this should be obvious. I also realize that guns  
coexisted for some time in the late middle ages and early renaissance  
of Europe, for example. This is well within the realm of fantasy,  
though: I'm not looking for 'more guns,' I'm looking for "wouldn't  
this be cool if some half elf cowboys wearing chainmail rode in,  
revolvers blazing, as the half orcs charged the bank with axes?" I'm  
looking for mid to late 1800s  and steampunk elements being mixed in  
with medieval weapons, thief style gadgets (which really defy genres),  
and TFT's magic.
I actually did a few test games with some characters that i quickly  
made, a mix of straight up technologists, more traditional fighters,  
wizards of several sorts, and some thieves, as well as some people who  
tried to mix these things. I ended up with the following results:
Traditional fighters (with bows and swords!) almost always beat  
technologists in a head to head battle, though they would be HEAVILY  
battered by that initial musket blast or shotgun.....
Wizards depend entirely on how they use their spells and what spells  
they have- wizards with spells like Shadow, summoning creatures, etc.  
Sometimes would be knocked out by powerful attacks early on (like from  
a musket...) although said weapons are inaccurate enough that it  
didn't kill a very high percentage of the time, allowing the wizard to  
start doing stuff.
Thieves kinda destroyed everyone overall. Because I had them using  
something along the lines of a middle ground tech/magic/medieval base,  
they had the advantages of the bow (quick, accurate fire), stealth  
(obviously), health potions and other magical devices, as well as tech  
devices such as flash bombs that allowed them to avoid deadly arrows,  
bullets, and spells by blinding their opponents. However, when they  
DID get hit by any of the other groups, they were screwed. However, if  
they could avoid the enemies strong point (shoot with bow if enemy  
uses a sword, attack with rapier if the enemy has a gun or bow), they  
usually won. However, I was kinda biased towards the thieves- they got  
special combats that allowed them to use their stealth powers. In a  
head to head fight they have a much lower chance of winning. Still,  
the point stands.... the stealthy guy with a rapier and bow is just as  
useful against a wizard, a barbarian, a bow and arrows guardsman, or a  
shotgun wielding soldier, as long as he uses his powers.
Technologists were VERY mixed. I started with a lower tech version of  
the technologist, using weapons like Musket, Blunderbuss, and  
Flintlock Pistol in combination with rapiers and light armor (enough  
DX penalties come from/ money goes into the guns, thanks). They were  
repeatedly destroyed, one on one, by every other group, just because  
they were just so slow to load. The damage is high, but with a  
starting character hitting isn't that likely and the damage isn't  
often enough to actually kill a man wearing a reasonable amount of  
armor. The Blunderbuss in particular is a weapon that really fits the  
feel of the era of Muskets and Bayonets- it does a bit of damage  
rather quickly to a large group of opponents, but then you got to  
charge and finish them with a sword. Muskets were more or less useless  
due to how hard it was to hit (relatively speaking). The added  
readying time meant the other guy could often get a shot off first or  
get close enough without needing to worry about dodging even that you  
were quickly dead.
Then I tried upping the scale a little, to 5 on 5 battles using  
technologists vs the other various groups. I found that technologists  
won more often this way, although not one hundred percent of the time.  
Benjamin Franklin famously thought we should equip our troops with  
pikes and bows- they were actually more effective weapons in the late  
1700s, but the key to muskets was that a large number of them given to  
troops who needed far less training to use them would be more  
effective than training from an early age to use a longbow for a  
relatively small number of soldiers. This kinda showed- archers  
frequently won against technologists, especially when archers had  
Missile Weapons. However, the technologists would often weaken a  
charge enough with their combined firepower that melee enemies were  
easy pickings. In either case, these earlier gunpowder weapons felt  
well balanced with swords, arrows, armor and wizards.
Deciding to up the tech level to Revolvers, Rifles, Shotguns, and even  
a Repeating Rifle or two changed things quite a bit. Suddenly  
individual starting guys could shoot 2d6 damage once a turn with only  
one hand, and faster if they felt the need to miss with the -2dx  
penalty to shooting twice in a turn. Revolvers really changed things a  
lot. They are better than crossbows (not at a long range, but still).  
They do enough damage to kill, knock out, or knock over an unarmored,  
average man almost 50% of the time. If found that adding some armor to  
their opponents did even things up a bit, as did shooting from a  
farther distance (5 megahexes is -2dx for a bow, but -3dx for a  
revolver.... a significant difference). In addition, thieves using  
bows (silent) still could make short work of revolver packing gunmen.  
Charging was near suicide though. Dodging did help things, as did  
armor, but things just felt a little bit biased towards the  
gunslinger. As for Riflemen, they had the same flaws a a musketman-  
slow rate of fire. Their advantage was that they were a little more  
accurate. This did mean they had a slightly higher chance of killing  
outright, but they were still slow and could often be out attacked by  
a single soldier wtih a sword, mace, magic fist, or bow. However, the  
higher accuracy (and cheaper ammo) does mean it easily outfights  
muskets. Repeating rifles weren't even funny. Strongly armored  
opponents could often survive a bit, but the repeating rifles were  
really very powerful. Rightfully so, I suppose. I'm thinking I will  
reduce accuracy of this gun to make the Rifle have an advantage over  
it (currently its just a super fast and SLIGHTLY weaker rifle) and  
possibly even reduce its damage to 2+1, though. Shotguns were super  
destructy and full of doom for all opponents. I'm basically thinking  
that it shouldn't be any more powerful than a blunderbuss, and should  
just have a quicker reload and cheaper ammo, which would balance it a  
bit. Again, in groups these guys dominated, although despite my  
reports of the later guns being so powerful it was rarely a total  
massacre, and it was hardly that high of a win rate.
People trying to go the middle ground failed for the following  
reasons: disadvantages to magic when carrying metal, lack of points to  
buy spells AND talents, etc. However, people who ignored magic and  
instead used a mix of guns and swords and armor were the best in some  
ways... on one hand, they were less accurate with their guns. However,  
they took less damage,  and real swords are much better than the  
knives and rapiers I gave technologists.
I'm thinking of changing the Wizard rules so that Wizards don't get  
-4dx with metal, they get -4dx with technology being on their person  
OR if it dominates their surroundings (in a factory, for example). I'm  
thinking the same is true for technology, -4dx if holding something  
magic (or a spell is cast on them that does not have any other  
negative effects) or if their surroundings are dominated by magic  
(perhaps even within 2 megahexes of a powerful wizard). This allows  
wizards to wear armor and use swords, but this is nice because it  
makes them a little less screwed against most everyone else (i mean,  
they already payed for the talent, let them use the weapon).
I'm not entirely sure what to make of my results. I think that some of  
what I've done has worked quite well, while other bits are going too  
far in one direction or another. It is possible that I should just  
reduce the damage of all guns by a bit, although then they would  
really suck compared to Bows, so its all rather complicated.
On Jul 1, 2010, at 6:17 PM, raito@raito.com wrote:
Under certain circumstances, firearms are more capable than bows.  
Part of those circumstances involve ready access to ammunition.
Bows are more capable, overall, than firearms when the industrial  
base is low. All you really need to make a bow is a knife, and the  
right types of plants in the area. This will allow you to make a  
crude bow effective enough to bring down a small mammal and a bird  
or two. Now you've made a technological leap to gut strings and  
feathered arrows. Even better if you have some flax-like plants  
around for strings. Under such circumstances, nearly everyone can  
have a bow.
Forearms are more capable, overall, than bows when the industrial  
base is high. Guns can be manufactured en mass, as well as  
ammunition. Because, after all, a gun without bullets isn't even  
that good a club. But under such circumstances, nearly everyone can  
have a gun.
But as soon as everyone can have a gun, nearly everyone forgets how  
to make bows.
The same applies to magic. The sorts of things that are more capable  
when the base of magic is low is very differentr than when the base  
is high. I think that we tend to industrializew magic because we are  
products of the industrial revolution, and so we naturally try to  
bring economies of scale to any endeavor.
I recall an old Shadowrun discussion that pretty much proved that  
their character generation system was crap, especially for  
charactersa who were former corporate employees. They wouldn't have  
been taought a large number of skills, but been insanely proficient  
in eactly the one skill they were paid for, since the training came  
from the corporation.
This sort of thing in the milieu can have a very large effect on a  
campaign.
In my campaign, magic has been extremely industrialized, but the  
industrialization has been kept out of the public eye. It's hard for  
someone between 20 and 80 to outwit a cabal of people who have been  
alive for centuries (potion of youth anyone?). It's a shame no once  
ever actually figured out that there was more to the Thorsz than met  
the eye. I really wanted the players to try to fgure out how to take  
on the magical-industrial complex. It certainly could have been  
done, but probably more through politics and the masses instead of a  
strong sword arm. One lesson I really wanted the players to learn  
was that temporal power is a much bigger multiplier than personal  
power. Your 20 DX doesn't matter when the other guy can send a  
hundred guys after you, or a single good lawyer.
Anyway...
So in order to balance forearms and bows, regular TFT seems to take  
the stance that the industrial base is low enough that the power of  
a firearm is offset by its unreliability, high cost, and rarity of  
skill and weapon, while the bows weakness is offset by its  
reliability, low cost, and availability of weapon and cost.
If you want to see a time and place where archery and gunnery were  
approximately equal, look to the mid Sengoku in Japan. You had untis  
of archers, but also units of matchlock-bearing troops. The balance  
was that the gunners could get minimal training quickly, but the  
volley was required to get effect. The archers took more training,  
but each man was more effective.
Neil Gilmore
raito@raito.com
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