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Re: (TFT) How good is 32 points?



> Also, I let characters improve a talent or spell they already know.
> This is most effective for weapon talents.
> e.g. a single level of improvement; Axe / Mace +1 gives the PC +1 to hit
> and damage (and parry/block too).

This is eventually unbalancing, as those +1's accumulate over time. If I
only ever use a particular weapon, I may as well spend my 140 pts. in
levels after a point, and make that mace do 2D6-1 + all my levels. Not to
mention that eventually armour becomes nearly useless. there's a reason
that the later attribute points cost more XP.

(And yes, eventually under stock rules,. you're better off using a club as
the damage is based on ST)

(And if you're buying lots of levels with a weapon, you're spending too
much time fighting...)

I allow Fencing on most melee weapon talents as a higher level of skill.

Mostly, I don't think that charcters need vast lists of Talents or Spells.
If they need that, then it's clear that they play the character sheet, and
not the character (one of the problems with most DND).

It's my feeling that the stock rules allow for a very great variation in
characters as it is, without having to let them have piles of different
skills. It's quite possible to have great characters with 4 or 5
Talents/Spells.

That said, I'd certainly entertain the idea of having a chatacter research
a Talent that uses a weapon better.

Neil Gilmore
raito@raito.com
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