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Re: (TFT) More Weapons, and variable strength
- To: firstname.lastname@example.org
- Subject: Re: (TFT) More Weapons, and variable strength
- From: David Bofinger <email@example.com>
- Date: Thu, 12 Feb 2015 11:38:44 +1100
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> Arrows are really not expensive. If they were, the English wouldn't have
had so many
I think they had so many because they were rich (by that period's standards)
and built up a huge arrow industry. And they still had shortages.
My experience is that it's easier to teach basic competency with a sword
than nearly any other hand weapon. Have you learned to use any of them?
My expertise is limited to a little foil but AFAICT those who claim more
knowledge seem to feel a sword requires more work because most swords
are quite flexible and do a lot of different jobs. Depending on sword type
might need to learn parries and cuts and thrusts. It might be *harder* to
with a spear but that doesn't mean it needs more training.
The naginata in game terms is nothing more than a polearm that gives more
> damage if one has the requisite skill. And note that when the wielder has
> the strength for a more powerful weapon, that skill no longer has value.
Which is why the parry rules, that emphasise DX over ST, are the naginata
Similarly, I don't consider the names of any of the weapons to be literal.
> They're just part of the fetish of game designers to put names to things.
> I can partly understand that, because 'sword for strength 11 doing 2-1'
> doesn't sound as good as 'shortsword'. But don't let names get in the way
> of the mechanics. Don't go the way of Gygax, who had to have umpteen pole
> arms, every one just a bit different. They just aren't all that different
> (and I say that from experience).
I actually don't have a problem with this. Sure, a halberd and a pollaxe
lot alike, but letting a player pick one or the other can only add to the
have for the character. Even if they just pick the weapon on the basis of a
photo in Wikipedia, it's helped them visualise. And if they think it's cool
can use their weapon to pull a knight off his horse then let them pick a
that can do that.
>> If you grew up on a farm, you used an ax as a tool and a spear to fend
>> predators. And when you wandered off to become a hero, they were
>> the weapons you took with you.
> That happened a lot less in Europe than you might think.
Not sure what you mean didn't happen. From what I've read the Anglo-Saxon
fyrd used things that weren't strictly weapons.
I think that damage should scale with ST... in theory... but that one
> should try to be aware of the effects on gameplay of any house rules.
> It doesn't take much to throw TFT balance off quite a bit, as it's
> balanced by single point values.
I've put a lot of work into balancing. The software that builds the HTML
file has a quite complex algorithm, I tried to think of as many
pathological cases as I could.
> most TFT players seem to be playing TFT because they
> prefer the simplicity.)
I thought about that. But this is a kind of complexity that (a) only
involves looking up a huge table and (b) is only done at character
generation time. The play is still simple.
If I were to try to make a TFT house rule, it might simply be +1
> damage rank for every 2 ST you have over the weapon's MinST, or
That reduces the penalty for using the wrong weapon, but doesn't eliminate
sure it helps much.
> That is at least consistent with the -1 per 2 ST under the MinST.
I don't know that rule. I trust it's not the only penalty.
I would also use something like the active defense rules we were
> using in the Thail PBEM campaign, minus the super-elite defense
> master talents which seemed overpowered unless you _want_ a tiered
> uberness effect.
The best talent is the IQ 9 one, which makes the old-fashioned IQ 8 fighter
obsolete. The second talent is the least attractive, the third is good
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