[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: (TFT) lethality of TFT
Oops. I misread your post. Your suggestion was to subtract from damage done
rather than from the to hit roll. That should work okay and won't add any
significant effort to the game. As for reducing the difficulty of success
rolls, remember that drop from 3 to 2 dice is significant, statistically. I
would not do that with the combat system. But it should work fine with other
>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?
>>Post to the entire list by writing to firstname.lastname@example.org.
>>Unsubscribe by mailing to email@example.com with the message body
>Post to the entire list by writing to firstname.lastname@example.org.
>Unsubscribe by mailing to email@example.com with the message body
Post to the entire list by writing to firstname.lastname@example.org.
Unsubscribe by mailing to email@example.com with the message body