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Re: (TFT) GURPS combat complexity etc.
The stat problems in GURPS have largely been fixed in 4th Ed. Making
IQ and DX cost more than ST and HT, because they are far more useful,
goes a long way.
A quick and easy way to see 4th Ed. is to download GURPS Lite 4th Ed.:
http://e23.sjgames.com/item.html?id=SJG31-0004
This gives you the essence of the system in 32 pages. Fully functional
game with a variety of advantages, disadvantages, skills, and spells.
I often use Lite to run games at cons.
Now, TFT is still my favorite fantasy game, but GURPS is my favorite
for everything else, except superheroes, which would be Champions.
---
Brett Slocum <brett.slocum@gmail.com>
On Wed, Jun 6, 2012 at 10:25 PM, Joel BoardgameRpger
<joel.siragher@gmail.com> wrote:
> a bit of this a splash of that.
>
>
>>>Also I have a fractional turn "phase" system (based off Car Wars) that
> I've
> developed.
>
> Dear friend, Hero games has done a nice job of this using speed.
>
> speed is (Dex / 10) +1.
> Average DX is 10 in Herogames so:
> average human is speed 2. supers are speed 3.
> max segments: 12
>
> A speed 2 person goes in 6 and 12.
>
> speed 3 person goes in 3 4 12.
>
> The system is really quite elegant. Ive been thinking about how to expand
> TFT into heroes.
>
> You build powers the the same points that you use to build heroes. Neat.
>
> HEro is now up to 6th edition. They fixed some of the stat problems that
> show up in gurps and TFT.
>
> In hero version 1-5 they based your hit roll on DX /3 and call it an ocv
> (offensive combat value). B attacks are resolved by taking the difference of
> your OCV B and your opponents DCV and adding the dff to 11.
>
> playing TFT under the hero game system would mean we get rid of OCV and
> just use adjusted dex.
>
> In hero games:
> so if my fighters B ocv is 5 and your thieves dcv is 3 then i need to roll a
> 13 or less.
>
> In TFT:
> I can see my dwarv in plate (adjDX 9) trying to hit your orc adj DX 11. I
> would need to hit with a 9-11 + 11 or less to hit. B 9 to hit.
>
> naturally id connect sometimes. and do the damage.
>
> Tiired time for sleep thanks for listening
> Joel
>
> On Mon, Jun 4, 2012 at 5:29 AM, Jay Carlisle <maou.tsaou@gmail.com> wrote:
>
>> On Sun, Jun 3, 2012 at 8:09 PM, PvK wrote:
>>
>> > Sure. The merchant may not even want to go traveling with all his
>> > shipments, either. Many GM's handwave (or mindwave, or use some abstract
>> > system (example below), including encounters which don't directly involve
>> > the PC's, anyway.
>> >
>> >
>> Well abstract is okay I guess as I can't really speak to other campaigns
>> but I prefer to try gameable stuff if I can find a simple entertaining
>> model for what I want to introduce.
>>
>>
>>
>> > Example:
>> > GM: "Hmm I rolled that a dragon met the caravan and no PC's are there,
>> > seems like I could just roll one die, and on a 1 or 2, the dragon drives
>> > off the guards and takes whatever it wants from the caravan, on 6, there
>> is
>> > a battle, and on other results, there was a dragon but the guards stood
>> > their ground and the dragon flew off. If there's a battle, I'll roll a
>> die
>> > and on a 1-3, the dragon wins and there are 1d-2 survivors, on a 4-5 the
>> > guards drive off the dragon with 1d-3 casualties, and on a 6 the guards
>> > killed the dragon and lost 1d-3 men."
>> >
>> >
>> Yep, TFT's publisher was the micro-game company after all and I figure if
>> no player Figures are around to hear the combat drop then a simple CRT
>> resolution works well, especially when a basic unit type can be "improved"
>> as a management decision (Alpha Centauri's units did a version of this).
>> Of course the RPG wrinkle in units is that groups of people don't move in
>> coordinated fashion on the map without a Figure with the Leadership Talent
>> in command.
>> So far the players who went for merchant chose to lead their caravans
>> personally.
>> Hiring Leaders is a similar issue to the buying a thoroughbred horse thing
>> I was talking about a couple of weeks ago.
>> Set Populations can answer questions like how many individuals in the
>> region meet the Job requirements but I see no reason to tell the employer
>> who exceeds the minimum requirements by the largest amount or to assure
>> them of the validity of the claims of any applicant really.
>> I'm trying to consider how to fairly deal with player tendency to take the
>> first NPC that fits the bill.
>> Not sure if it's table playable but then again if you don't go nuts then
>> you don't NEED a computer to play Life.
>>
>> I was looking at the Dwarf Fortress forums and came across this little
>> snippit;
>>
>> "I want to share with you a quick note on a bug that I found vaguely
>> disturbing though: First, Ib m sure youb ve learned by now that dwarves
>> donb t
>> like death. It leads to depression and post-traumatic stress disorder. Put
>> simply, if they see enough, they flip out and kill something b B themselves
>> or those around them. However, certain dwarves are sociopaths. They lack
>> the natural emotional empathy and sensitivity of the proper dwarf. They
>> look just like every other dwarf b B they act just like every other dwarfb&
>> yet, like Arnold Schwarzenegger in the Terminator, they are perfect little
>> emotionless machines. They make excellent butchers and fantastic soldiers.
>> I happened to get lucky and had one of these little soulless wonders as my
>> butcher. I have a policy of making newborn puppies and ponies available for
>> adoption and, if ponies are not adopted by the time they grow up, I send
>> them off to be knackered. It just so happens that I sent out my butcher to
>> round up the herd and thin the ranks one day. I saw b Stray Horse (Tame)
>> has
>> been struck down! Stray Horse (Tame) has been struck down! Krazen
>> Ergoblasbit (Tame) has been struck down!b
>>
>> A sinking feeling hit me. The butcher had just grabbed the wrong horse.
>> Heb d somehow found someoneb s pet and killed it. I expected a dwarf to go
>> crazy any minute. When I looked at the corpse, I saw that Krazen was marked
>> as being the pet of the Butcher.
>>
>> I blinked. Heb d never owned a pet before. I checked his thoughts. He was
>> ecstatic. He had been comforted by a pet recently. He had adopted a pet
>> recently. The little bastard befriended and adopted the horse while leading
>> him to the block, improved his mood, killed him and had ZERO sense of
>> remorse, guilt or loss. He just didnb t care. Ib m starting to think about
>> waiting until heb s asleep, removing his door and replacing it with a
>> floodgate just to give the creepy bastard the Cask of Amontillado
>> treatment."
>>
>> It's hard not to grow a bit of a neckbeard reading that.
>> System generates story instead of bending to it.
>> I guess I'm becoming something of an old fuddy duddy these days but it
>> bothers me to have such a strong focus on killing.
>> I'm not saying get rid of combat or even changing it (much, who doesn't
>> have homebrew TFT rules?) but when your talking about a subject like
>> economics that is basically abstract in relation to TFT AM rules it's not a
>> great jump to look at games that are framed around economic principals for
>> something a little bit less abstract and a little more playable for
>> economics.
>> http://en.wikipedia.org/wiki/Elite_(video_game)
>> Of course spawning trade goods from a set of tables (mentions Traveler as a
>> major influence and I don't think it was the wireframe graphics they meant)
>> isn't avoiding the fact that the resources required to produce the goods
>> are being spawned but Traveler didn't have access to world-building game
>> map scripts to spit planets out with either.
>> Saying the currency is copper/silver/gold at some exchange rate isn't
>> economics unless you also describe how much copper/silver/gold there is and
>> how it's distributed in the region.
>> You can be abstract in conceiving the economic system but describing it
>> requires some concrete decisions.
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