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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

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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
         play the same game.

         After the first year or so, my players changed how they played,
         because combat is deadly. They would do nearly anything to avoid it.
         if they had to do it, they stacked the odds in their favor as much
         possible. Much as one might do in real life. Lots of ambush,
         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
         who, before the campaign started managed to scape together enough
         power to be able to get Youth potions. They're effectively unaging.
         the Jobs table gives you a roll every week and a chance to get just
         XP to gain an attribute point. And once your ST is high enough, you
         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
         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
         world, and even got cloe to wanting to try to figure out how some
         could stay in power for centuries. They never got that far

         Neil Gilmore

         > Hmm I sometimes wonder if all of us play the same game. TFT combat
         > extremely deadly and most the time I ran it a players character was
         > lucky to survive to the end of a multi session scenario. It did
         > though, which gave the scenario consistency. And those characters
         > very memorable characters in all players eyes. But most characters
         > fodder. Because of that I rarely saw anyone gain enough experience
         > really advance.
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