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(TFT) TFT magic items are very powerful.
Hi all, Peter.
I found that the TFT magic items were very powerful. Eventually, I
replaced "Speed MA" rings with "Haste" rings (+3 MA if you have no
armor, +2 MA if you have cloth or Leather, and +1 if you are wearing
heavier armor). Like wise, Stone Flesh became rare, Iron Flesh
became almost unheard of, and players bought Leather Flesh rings.
(-2 hits per attack).
The single thing I like least about TFT is the experience system. At
high levels it can take forever to go up. The GURPS system where
you usually improve skills and very rarely improve attributes, is one
of the most appealing parts of that game for me.
Warm regards, Rick.
On 2014-07-31, at 11:38 PM, Peter von Kleinsmid wrote:
> I think some of the greatest weak points are actually in magic items, especially the Flesh armor enchantments, and Reverse Missiles, and self-powered ones in particular. Having those on all the time, on people who are also quite skilled, makes them able to handle many normal-range opponents with very little risk, even if some critical hits land.
>
> So making those nearly unavailable can help a lot.
>
> The to-hit curve ending at 16 is another issue. Being stingy with EP can help that.
>
> In our case, it was partly the power issues, but moreso the lack of detail and possibilities. GURPS helped us in both areas.
>
> At 07:19 PM 7/31/2014, raito@raito.com wrote:
>> ...
>> And I'm not completely convinced that TFT as a game system breaks down at
>> high levels.
>> Yes, the stat number start breaking, and combat becomes dull. So what to
>> do? How about actually roleplaying for temporal power? Why? Because kings,
>> princes, and other power brokers get a lot more stuff than adventurers
>> looting yet another ogre's treasure stash. And unless you're really,
>> really, ultra-rich and can count on the people working for you, the aging
>> rules will catch up eventually.
>
>
>
>
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