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Re: (TFT) lethality of TFT
It seems to me that subtracting from the opponent's to hit roll *might* slow
the game down. And yu could be indirectly encouraging weaker characters by
adding another advantage to having a high DX.
An approach that I've used with some success is to give characters a number
of Fatigue Points equal to their ST. Damage is first taken off Fatigue
(which can be recovered with rest) and represents minor hits, scratches,
etc. After Fatigue is all gone (from either combat injuries or
spellcasting), then damage is subtracted from ST in the normal way. And
instead of double or triple damage, just let those rolls do normal damage
but come off ST instead of Fatigue.
You can also under-arm your creatures. Make them ST 9 or 10 and give them 1
die clubs. That way, even leather armor will help a lot.
From: Scott A. Johnson <email@example.com>
To: firstname.lastname@example.org <email@example.com>
Date: Tuesday, November 03, 1998 2:01 PM
Subject: (TFT) lethality of TFT
>I am planing on starting a Tarzan campaign using TFT for the basic
>rules and converting Space 1889 skills and weapons over. The one thing I
>am concerned about is the lethality of the damage system for use in a
>pulpish game. I think it works well for non-hero games, and I didn't
>want to make the characters god like to offset the problem. I have seen
>Ty's combat reflex stat and like that but I don't know if it is enough
>for a pulp type game. I was thinking along the lines of for every 2
>points over 13 in ST. and DX give the characters a natural defense that
>subtracts damage done to them? I was also playing with the idea of
>increasing or decreasing the amount of d6 that are rolled when trying to
>accomplish a task. Just wondered what you guys thought?
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