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Re: (TFT) Madison Traditional Gaming.
- To: "tft@brainiac.com" <tft@brainiac.com>
- Subject: Re: (TFT) Madison Traditional Gaming.
- From: Jeffrey Vandine <jlv61560@yahoo.com>
- Date: Tue, 1 Dec 2015 20:08:14 +0000 (UTC)
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Well, the real answer, as always, is : "depends on your group."
Personally though, why not do both? You could start them off in some
thing like Death Test as a starting scenario, and, once they survive it, th
ey become soldiers of the city and can be sent on missions. Like, say
, Orbquest, or something you make up.
Alternatively, go to the Dark City Games web page and download one of their
introductory modules (free) and use that as a starter. (If you haven
't already done so, you should definitely consider investing in some of the
ir adventures too -- they're all "solo," but they are also all organized so
that you can convert them easily to a GM run thing, complete with flow cha
rts and the like.) There are also a couple of GURPS adventures you co
uld easily use with minimal retrofitting -- I'm thinking Orcslayer and Cara
van to Ain Erris, if you wanted to -- both are available from Warehouse 23
in PDF form. None of these alternatives would require much from you i
n the way of re-stating or re-inventing for TFT, and could serve as an intr
o to Cidri just as easily as anything else could. If you wind up in a
creative hole later because of them, just pass your players through a gate
to the place you REALLY want them to be! ;-)
In short, I think you could have your cake and eat it too!
From: Jay White <riskoridan@hotmail.com>
To: "tft@brainiac.com" <tft@brainiac.com>
Sent: Tuesday, December 1, 2015 11:00 AM
Subject: (TFT) Madison Traditional Gaming.
I have a question for everyone. I am in a gaming group at the local g
ame s
tore and we meet every Tuesday evening. What we do is several of us a
re GM
s, actually anyone can GM, and about every four months or so we switch
game systems. The only requirement is that the system be pre-2K.�� I have b
een running MERP. And am considering running TFT in the new "season"
start
ing in January.
Would it be better to run basic Melee/Wizard or could/should I jump right i
nto TFT/ITL? I have been playing TFT since the time of the Beginning,
th
e '80s... Just would like some thoughts/ideas...
Jay White (the other Jay)
> Subject: Re: (TFT) Shields and Feats.
> From: rick_ww@lightspeed.ca
> Date: Tue, 1 Dec 2015 10:22:10 -0800
> To: tft@brainiac.com
>
> Hi David,
> Thanks for the comments.
>
> Two handed weapons used to do one extra point of damage.
> In my revised weapon list they usually do 3 extra points of
> damage. (The exception is pole weapons. A two handed pole
> weapon does +2 damage, but then gets a x 1.5 multiplier if
> it charges closing the distance by 3 hexes.)
>
> I have added lots of talents some of which come on the even
> number of IQ points, (e.g. IQ 10, 12, etc.). However, to make
> talents easier to find, prerequisites are 2 IQ lower than the
> more advanced talents. This means that given that Shield is
> IQ 7, then advanced shield talents will fall at IQ 9 and 11.
> (I've added so many talents, that this rule is actually fairly
> important to help people remember where to find talents.)
>
> We will have to agree to disagree about making an IQ 8
> fighter obsolete. I feel that a barely trained fighter SHOULD
> be beaten by highly skilled adversaries. I am not troubled
> that many of the advanced fighting skills are higher IQ than
> 8. That is how the TFT system is set up. If you wanted to
> grab a bunch of my talents, but make them all IQ 8, it would
> not trouble me.
>
> The last edition of D&D that I played much was 2nd, which
> was before feats, so I can't comment much on them. But if
> you were to write up a bunch of feats, I would read them
> with interest.
>
> In D&D you get more feats with higher levels. Would your
> feats be based on buying DX and ST (but not IQ), or would
> you have another system?
>
> Warm regards, Rick.
>
>
> On 2015-12-01, at 1:25 AM, David Bofinger wrote:
> > If you make shields much better, you need to make two-handed weapons
much
> > better as well. Or one-handed weapons worse. Probably a bit of both.
> >
> > Caveat: This is based on what I've seen of Rick's advanced weapon talen
ts,
> > which might have changed since I saw them.
> >
> > Rick, you seem to like putting all your combat expertise talents (shi
eld,
> > weapons) at IQ 9, 11. I'm not sure why you do that but it has a coupl
e of
> > effects I suspect are undesirable. First, IQ 9 is only just above the
hard
> > deck of IQ 8 so it makes the classic IQ 8 fighter pretty much obsolete.
The
> > benefits of IQ 9 talents greatly outweigh the cost of 1 point so IQ 8 i
s no
> > longer a sweet spot. As an example:
> >
> > Fighter ST 12 DX 12 IQ 8 [Knife, Sword, Shield, Running, +3 @ I
Q 8]
> > broadsword, small shield: 2+0, aDX 12, stops 1, parries on 12 (
10%), MA 12.
> >
> > Fighter ST 11 DX 12 IQ 9: [Knife, Sword, Shield, Improved Sword
, Shield 2,
> > +2 @ IQ 9] shortsword, small shield: 2+1, aDX 12, stops 3, parr
ies on 14
> > (22%), MA 10.
> >
> > OK, it's not absolutely one-sided, but I know who I'd rather back i
n a
> > fight. It's a pretty huge gulf in capability. Two-handed weapons also t
ake
> > a hit.
> >
> > I don't think the simple fighter should be made obsolete. Have to compe
te,
> > sure, but not get badly outcompeted by obvious analogous designs.
> >
> > Generally it tends to make the odd-IQ levels more useful than the even
> > IQ-levels, for anyone with an interest in melee combat. That's alread
y true
> > to some extent in the standard rules, because the best stuff is, IM
O,
> > somewhat more common at odd IQ than even, at least at lower IQ levels
. IQ 8
> > has Seamanship/Boating/Horsemanship which might be useful but is highly
> > situational and anyway that doesn't count because we don't get to choos
e
> > whether we have IQ 8. IQ 9 has Missile Weapons which can easily be real
ly
> > important, IQ 10 has Fencing but that's not a huge deal, IQ 11 has
Two
> > Weapons which can be quite a big deal (along with three critical party
> > skills, it's a big skill monkey level), IQ 12 has nothing much, I
Q 13 has
> > nothing much, IQ 14 has the high level unarmed combat abilities thoug
h they
> > cost a fortune. Add in your special combat talents and I think characte
rs
> > will be putting their IQ up two at a time.
> >
> > (Another feature of your weapon talents is that IQ 9 to IQ 11 is a smal
ler
> > jump than IQ 11 to IQ 13 so characters tend to stop at IQ 9 or IQ 13. I
> > think.)
> >
> > I'm not sure what the answer is to this. But I sort of like the idea th
at
> > the special abilities should be a bit more like what D&D calls feats an
d
> > less just "add two". Actually, my current theory of RPG design is to
ditch
> > as many numbers as possible and describe everything by characters havin
g
> > feats. Because feats are more fun than numbers.
> >
> > --
> > David
> >
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