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Re: (TFT) Polyhedral Weapon Heresy
I like TFT because it is so deadly, but you can manage this with tactics even
in the Death Test with no magic armor or Iron Flesh rings. Stick with sandlot
tactics gang up and kill on guy first especially if you can keep one of them
out of combat for a round or two either by maneuvers or spells.
In campaigns fine plate plus an Iron Flesh ring stops most hits unless the
roll well or you run into something really big.
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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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