Its an interesting discussion that I could be persuaded on, but I
disagree with your (non)proposal.
As for an actual.... not so much proposal, more question:
Its been brought up that starting characters in TFT are pretty
powerful compared to their counterparts in other RPGs (specifically,
DnD).
Personally, I think this is good, as it means my starting character
will be far from 'legendary' but will already be able to at least
put up a fight/pick a lock/cast a few spells.
However, using the 32 points as a 'standard' for most NPCs (farmers,
guards, levied spearmen, etc) its been suggested that 32 points (and
perhaps more importantly, the number of talents this usually
entails) are too many.
Thoughts?
On Mar 19, 2011, at 6:10 PM, raito@raito.com wrote:
Quoting Joey Beutel <mejobo@comcast.net>:
What do you mean by 'how to make characters less powerful?'
I mean, no one ever says, "These characters are to powerful. I
think we should do something so that they're less so." I have seen
no proposals for this.
What I do see is people trying to put more numbers on their
character sheets.
I have a problem with that that is directly tied to what I see as
advantages of the system. A TFT character sheet is pretty simple at
its base (unless you're in a game that's pedantic about carrying
capacity and armour degradation). You have a name and a race. You
have 3 attributes, and their adjustments. You have MA, which is
calculated. You have your Talents and Spells (a short list in a
canonical game). And you have some equipment. That's not a lot of
info. Because it's not a lot of info, you must roleplay to have the
maximum amount of fun (or you're just playing out combats, which is
fine, too).
When you start adding more numbers to the sheet, the tendency is to
begin playing the numbers instead of the character. I don't like
that. And there's really no need to. There's enough possibilities
that another number on your sheet isn't going to make the game any
more fun.
Let's see if I can come up with a 'less powerful' proposal...
OK, here's one. Missle Spells are way too powerful because a
character could put all their strength into it. A 10 ST Lightning
spell does an average of 35 points. That' enough to off a 4-hex
dragon or a standard Giant in one shot. Not only that, but the
character gets all the XP, and there's none for anyone else in the
party. So we should limit the amount of ST in a Missle Spell to a
quarter of the character's current ST. After all, as they get
weaker, they shouldn't be able to cast as powerful a spell.
That's a 'less powerful' proposal. Not that I advocate for it.
Neil Gilmore
raito@raito.com
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