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Re: (TFT) lethality of TFT

I like Michael's suggestions of "defensive quickness" talents. Making heroes
harder to hit by rabble is a Good Thing and, as Michael points out, solves
the problem of "he who hits first wins" that occurs with highly skilled TFT
characters. In my revised character generation rules, I integrated
"defensive quickness" with higher levels of weapons skills. But I do like
the idea of separating them.


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