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(TFT) TFT: FMG
Justin writes . . .
>Dave, How do you accumulate minuses to DX for damage/fatigue taken?
We use the REACTIONS TO INJURY rule -- straight out of /Advanced Melee/,
As a GM I've found keeping track of NPC injuries and reactions to them a
substantial part of record keeping during combat. I keep track of all this
info in Excel on my notebook computer. Some adventures have dozens of
individual NPCs/monsters to track, such as Tollenkar's Lair, or Bob Hensle's
Bughouse in Interplay #6, and having a notebook at hand really helps speed
play and keep it all straight.
Michael writes . . .
>First, while I can't say I'm a fan of Howard's, I do think he might have
>contributed more than we've ever known about. Several people who knew him=
>have said good things about him and he IS the designer of WarpWar -
>possible the great space combat system ever devised. =
Here, here! Warpwar /is/ a really nice little game. I ran an eight
person tournament on the last day that Hexworld was open. I have a copy I
play with, plus a mint copy I've got archived away (along with a Deluxe
Illuminati and a Star Traders both still in the shrink-wrap).
>I love these spells and talents - when are they going to be be collected
>and put on the web-site? 'D
I'm a bit ashamed to say that I really don't know how to create a web
page, but I /do/ know TRS-80 BASIC. Am I still computer literate? 8^)
Perhaps Ty Beard could add our genius to his TFT site.
>I've always loved the idea of "cantrips", that is, low-
>level spells that perform only minor effects. In all my
>fantasy games these are the *primary* form's of
>magic. I treat them as 1/4-pt spells - that is, for 1
>Talent Point a wizard can have 4 of them (a hero
>can have 1 for IQ Talent Point).
Yes, cantrips were a nice addition to D&D. I'd be interesting in looking
at your collection.
Were any of you members of Metagaming's Fantasy Masters Guild? As a
subscriber to Interplay I automatically got their newsletter as well. I
don't think much ever came of this little project of Howard's.
Here's some new bows to play with. My campaign is set on a continent
with late medieval technology, where many clever ideas we know today just
happen to be known of there -- sun-mirror signal towers for long-distance
communications, catamaran sailboats, efficient irrigation methods, etc.
Compound bows have just been developed. Expensive, heavy, and deadly.
BOWS Damage ST Cost Weight Notes
Hobbit?s Compound Bow 1 6 90 1.7 2 shots if adjDX = 14+
Goblin?s Compound Bow 1+1 8 120 2.3 2 shots if adjDX = 16+
Light Compound Bow 1+2 9 140 2.5 2 shots if adjDX = 17+
Compound Bow 2-1 11 170 3.1 2 shots if adjDX = 19+
Heavy Compound Bow 2 13 200 3.7 2 shots if adjDX = 21+
Medium Crossbow 2+2 14 65 4 Fires every other turn;
every turn if adjDX
(As usual, this looks better in a fixed space font.)
The LCB is just right for the average Elf, the CB for humans, and the
Heavy CB for a Dwarf's strength.
I also came up with this rule addition. One of the characters, Humar,
had a +2 DX magic longbow specially made . . . and it broke on the very
next adventure when he rolled an 18! That gave me the idea for . . .
Fine and very fine /bows/ can be made. Unlike melee
weapons they aren?t any more deadly, but they /are/
harder to break, and a bow can also be given +1 DX
for the standard cost. /Bowstrings/ are not made fine or
very fine ? just the bow proper. See p. AM22.
And speaking of bowstrings . . .
A roll of 17 when firing a bow or crossbow means a
broken bowstring ? /not/ a dropped bow ? and the
bow cannot be fired again until it is /restrung/. This
takes three turns for a standard bow or a full minute
for a compound bow or crossbow ? not usually
something you?d want to do during a fight. A magic
bow does not lose its magic when its bowstring
breaks; the magic is in the bow proper. Bowstrings
are effectively free ? a few extras of the right size
come with every bow.
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