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So would it be reasonable to say TFT is the proto D&D4e? I always felt 4E was a tactical minis game with a dash of RPG.
How similar is TFT to GURPS rules-wise?
I guess I'm getting a little confused by SJG having three different RPG products (GURPS, Dungeon Fantasy, TFT) which are all descendants of the same ruleset and are aimed at the same product space which doesn't seem quite large enough to support each niche.
Then again, I guess it's really not much different from TSR having both AD&D and B/X D&D supported at the same time for a while.
So, final summarized answer, Fantasy Trip looks superficially similar to GURPS but is in reality a completely different beast.
How many Talents or Spells you have is dependent on your IQ. You can have as many "slots" (my term, not the game's) worth of Talents and Spells as you have IQ points. There are no Skills in the GURPS sense of the term. Talents are most analogous to Advantages in GURPS, but don't quite map to those either.
Somewhere around a total of 36 or 37 stat points, if not before, most players will choose to start learning new abilities instead of buying higher stats.
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It does not matter how many spells or talents you already know, and there is no limit to the number of spells and talents you may eventually gain. However, you may not learn a spell or talent unless you meet the minimum IQ requirement, as well as any prerequisites (such as other spells or talents) shown in the listing.
I concurSo, final summarized answer, Fantasy Trip looks superficially similar to GURPS but is in reality a completely different beast.
TFT is faster than D&D for character generation. Combat is comparable in speed. Just have the list of spells and talents on hand. The only thing that wonky compared to other RPGs is the use of hexes/megahexes for maps. While it something to get used too, it more of a convention like dungeons are for D&D. You can use any hex based maps (or even squares if you fudge a bit).Say I wanted to run a pick-up-and play campaign at a local shop, no guarantee of same players each week, and try to have each night be a stand-alone session that kind fits into a larger campaign if I try hard. How would TFT work for that?
Quite well, i'd say. I wouldn't see the system getting in the way. In TFT, it is good if players accept and enjoy the real risk of death and failure, which goes well with stand-alone sessions and rotating players. It's natural for the basic Melee/Wizard games whose default mode is one-off arena combats. The programmed adventures (Death Test) work well as one-shots where the PCs may well die. It'd also work for the recently published TFT adventures I've read, which tend to be short GM'd adventures. It would not work particularly well for Tollenkar's Lair, which generally wants multiple sessions.Say I wanted to run a pick-up-and play campaign at a local shop, no guarantee of same players each week, and try to have each night be a stand-alone session that kind fits into a larger campaign if I try hard. How would TFT work for that?
Say I wanted to run a pick-up-and play campaign at a local shop, no guarantee of same players each week, and try to have each night be a stand-alone session that kind fits into a larger campaign if I try hard. How would TFT work for that?
As someone very familiar with all three RPGs, I would say that if you are very familiar with them, it's fairly easy to convert between them.How similar is TFT to GURPS rules-wise?
I guess I'm getting a little confused by SJG having three different RPG products (GURPS, Dungeon Fantasy, TFT) which are all descendants of the same ruleset and are aimed at the same product space which doesn't seem quite large enough to support each niche.
Then again, I guess it's really not much different from TSR having both AD&D and B/X D&D supported at the same time for a while.
I'm going to use Melee as my jumping on for the rules in general to see how I like them - I know there's more to get before you have the full RPG system. At this point, my main frustration is they seem to be targeting the Legacy boxset as the primary way to get into the game. Which is a *lot* of money to throw down at something that may or may not get any play. I don't know of any other way to get the GM's screen, Tollenkar's Lair, the megahexes, and some other niceties. That's a huge turnoff to me.
And you get some practice in to see just how it shakes as they have solo adventures like Death Test and Death Test 2.The lethality is expected, and part of the reason I am looking at it - it gives characters leeway to die but since I plan on it being stand-alone sessions and quick to jump back into, it doesn't ruin months of effort. I had a B/X Wizard get level drained and become effectively useless for months of real time while he struggled to contribute and regain his lost XP.
The In the Labyrinth book should be available separately in a couple of months. I already have a HC pre-ordered, because I like HC. It's everything you need as the Melee and Wizard rules are replicated therein. Beyond that, you just need a hexgrid and some counters or miniatures. I guess that depends on how many hex-games you play.
Not if you only get the In The Labryrinth book... then you've got all the rules, but need your own hexmap and counters or minis.Comes with character/monster tokens, physical props and megahex tiles as well if that part of a referee's style.
Sure, just pointing out that the megahex system is a signature "thing" with Fantasy Trip. Not required as you can use any hex grid or even just tape measures along with your own miniatures. The Mega Hexes are just a fancy way of measure range and area effects. Which can be summarized as "Every three hexes" for range. Or for area pick a hex and the six surrounding hexes.Not if you only get the In The Labryrinth book... then you've got all the rules, but need your own hexmap and counters or minis.
That's not such a bad thing in the age of cheap printers. Seems like a good way to go about getting the dull game at the least cost.Not if you only get the In The Labryrinth book... then you've got all the rules, but need your own hexmap and counters or minis.
I presume that is an auto correct howler?Seems like a good way to go about getting the dull game at the least cost.
Yes. Yes it is.I presume that is an auto correct howler?
They can bring it on, I've got the Reptile men on my side.The octopuses have made appropriate note of your disparaging comment