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Re: (TFT) Polyhedral Weapon Heresy
That weekly roll is enough for one additional attribute or 1000 EP whichever
is less according to the spacegamer 29 Steve Jackson's Designers Notes and
Errata page 11. So that keeps the silliness and system gaming down to a
minimum.
Edward Kroeten
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------ Original Message ------
Received: 02:59 PM PDT, 08/14/2013
From: raito@raito.com
To: tft@brainiac.com
Subject: Re: (TFT) Polyhedral Weapon Heresy
We all play the same system (modulo house rules). That doesn't mean we
all
play the same game.
After the first year or so, my players changed how they played,
precisely
because combat is deadly. They would do nearly anything to avoid it.
And
if they had to do it, they stacked the odds in their favor as much
as
possible. Much as one might do in real life. Lots of ambush,
surprise,
escape routes, missle weapons (and spells, screw the dueling rules),
proxies, dupes, fall guys, deniability, etc.
As for characters with very high stats, most were NPCs. They were the
NPCs
who, before the campaign started managed to scape together enough
temporal
power to be able to get Youth potions. They're effectively unaging.
And
the Jobs table gives you a roll every week and a chance to get just
enough
XP to gain an attribute point. And once your ST is high enough, you
won't
die from a blown roll. Those guys (who really do nearly rule the
world, or
at least a lot of it where the players were based) are pretty close
to
invulnerable. It's what happens when the rules are set up the way
they are
in TFT.
Towards the end, the players started figuring out a few things about
their
world, and even got cloe to wanting to try to figure out how some
people
could stay in power for centuries. They never got that far
themselves,
though.
Neil Gilmore
raito@raito.com
> Hmm I sometimes wonder if all of us play the same game. TFT combat
is
> extremely deadly and most the time I ran it a players character was
very
> lucky to survive to the end of a multi session scenario. It did
happen
> though, which gave the scenario consistency. And those characters
became
> very memorable characters in all players eyes. But most characters
were
> fodder. Because of that I rarely saw anyone gain enough experience
to
> really advance.
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