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Re: (TFT) Madison Traditional Gaming.
I like the advanced stuff better, but as everyone on this group will tell
you, you will need some house rules to make it what you want.
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------ Original Message ------
Received: 11:05 AM PST, 12/01/2015
From: Jay White <email@example.com>
To: "firstname.lastname@example.org" <email@example.com>
Subject: (TFT) Madison Traditional Gaming.
I have a question for everyone. I am in a gaming group at the local
tore and we meet every Tuesday evening. What we do is several of u
s are GM
s, actually anyone can GM, and about every four months or so we sw
game systems. The only requirement is that the system be pre-2K. I
een running MERP. And am considering running TFT in the new "seaso
ing in January.
Would it be better to run basic Melee/Wizard or could/should I jum
p right i
nto TFT/ITL? I have been playing TFT since the time of the Beginni
e '80s... Just would like some thoughts/ideas...
Jay White (the other Jay)
> Subject: Re: (TFT) Shields and Feats.
> From: firstname.lastname@example.org
> Date: Tue, 1 Dec 2015 10:22:10 -0800
> To: email@example.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 w
> > better as well. Or one-handed weapons worse. Probably a bit of
> > Caveat: This is based on what I've seen of Rick's advanced wea
> > which might have changed since I saw them.
> > Rick, you seem to like putting all your combat expertise talen
> > weapons) at IQ 9, 11. I'm not sure why you do that but it has
> > effects I suspect are undesirable. First, IQ 9 is only just ab
> > deck of IQ 8 so it makes the classic IQ 8 fighter pretty much
> > benefits of IQ 9 talents greatly outweigh the cost of 1 point
so IQ 8 i
> > longer a sweet spot. As an example:
> > Fighter ST 12 DX 12 IQ 8 [Knife, Sword, Shield, Running, +3 @
> > 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 Swor
, Shield 2,
> > +2 @ IQ 9] shortsword, small shield: 2+1, aDX 12, stops 3, par
ies on 14
> > (22%), MA 10.
> > OK, it's not absolutely one-sided, but I know who I'd rather b
> > fight. It's a pretty huge gulf in capability. Two-handed weapo
ns also t
> > a hit.
> > I don't think the simple fighter should be made obsolete. Have
> > sure, but not get badly outcompeted by obvious analogous desig
> > Generally it tends to make the odd-IQ levels more useful than
> > IQ-levels, for anyone with an interest in melee combat. That's
> > to some extent in the standard rules, because the best stuff i
> > somewhat more common at odd IQ than even, at least at lower IQ
. IQ 8
> > has Seamanship/Boating/Horsemanship which might be useful but
> > situational and anyway that doesn't count because we don't get
> > whether we have IQ 8. IQ 9 has Missile Weapons which can easil
y be real
> > important, IQ 10 has Fencing but that's not a huge deal, IQ 11
> > Weapons which can be quite a big deal (along with three critic
> > skills, it's a big skill monkey level), IQ 12 has nothing much
Q 13 has
> > nothing much, IQ 14 has the high level unarmed combat abilitie
> > cost a fortune. Add in your special combat talents and I think
> > 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
> > 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 th
e idea th
> > the special abilities should be a bit more like what D&D calls
> > less just "add two". Actually, my current theory of RPG design
> > as many numbers as possible and describe everything by charact
> > feats. Because feats are more fun than numbers.
> > --
> > David
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