Ty’s 2002 TFT Campaign Orientation
v1.1
Normal TFT rules, incorporating official errata from my website at http://www.reese.org/tft/designnt.htm , as modified by the house rules below:
d20 Fantasy Trip
No, I’m not converting TFT to the d20 System™. All this means is that now attribute rolls are now made on 1d20 instead of 3d6.
A natural 1 always succeeds and natural 20 fails. If you roll a natural 1 in combat, roll 1d6 1-3 automatic hit. 4-5 double damage. 6 triple damage. If you roll a natural 20 in combat, roll 1d6 1-3 automatic miss. 4-5 dropped weapon. 6 break weapon.
Comment: After 20 years of fiddling with TFT, I have finally realized that the 3d6 bell curve is too steep and causes players to overvalue DX (i.e. an adjDX of 12 = 74% chance of success; adjDX 13 = 84% and so on). Replacing the 3d6 roll with a d20 will simultaneously make lower attribute characters more capable and expand the opportunities for more powerful characters.
Archers may not double fire if, on either shot, the penalty for taking an aimed shot lowers the archer’s DX below the minimum DX for double fire.
For example, Aerial, with a DX of 18, fires an aimed shot to the leg with a longbow. The DX penalty for such a shot is -4. Since this would reduce Aerial’s DX below the 18 required to fire a longbow twice in a turn, Aerial may not take a second shot. If Aerial takes a non-aimed shot for his first shot, she cannot fire an aimed shot for the second shot because it would reduce her DX below the 18 minimum. Note that Bob, with a DX of 22 could fire one aimed shot to the leg and one normal shot in a turn with a longbow. Dexter, with a DX of 26 (!) could fire two aimed shots to the leg in one turn.
The Missile Weapons talent gives archers a bonus to hit with their weapons. This bonus does not count for purposes of determining one’s DX to fire a missile weapon faster. This is simply my interpretation; one could easily argue that Missile Weapons gives an archer the knowledge to fire the weapon more efficiently. I think that only a girly-man would want to rely on such unmanly weapons anyway!
Pike axes do too much damage compared with other weapons. At 2+2 damage, a ST 15 warrior should always take a pike axe rather than a battleaxe (3d damage). To restore the balance and make battleaxes attractive, a pike axe now does 2+1 rather than 2+2.
Boomerangs are way too potent. They do as much damage as a light crossbow (at a lesser ST), have equivalent accuracy and can be readied and thrown in the same turn! So reduce their damage to 1+2 and make the DX adjustment -1 for every megahex of range between the thrower and the target. Goodbye, legions of Hobbit flingers!
Bolas are too powerful because the target doesn’t get a saving throw, no matter how strong he is. Therefore, give the target a difficult ST saving throw if hit in the arms or legs. If the target makes the roll, the bola has no effect.
You can now use weapons that you lack the ST for. For every point of ST you have less than the minimum ST required, you are –1 on damage. For every 2 points of ST (or fraction thereof) you have greater than that required, you do +1 damage. So, a character with ST 19 gets +2 damage with a Greatsword (which has a required ST of 16).
Note: This is a different system than the one that appears on my website.
The rules in TFT for death are harsh, to say the least. It’s incredibly easy to get killed in TFT. So here are some new rules to make characters a little easier to survive.
A figure that takes enough damage to reduce his ST from zero
through –5 falls unconscious. If the damage drops him to –6 or less, he will
begin dying. He will lose 1 ST point per turn until he is either treated
or reaches a negative number equal to his ST, when he dies. Anytime a figure
takes enough damage to reduce him to –ST or less, he dies. So Bob, with a ST
of 12 dies at –12 ST.
A dying character’s his comrades may attempt to save his life. The comrade desperately plugs his fingers into the gaping holes and tries to staunch the flow of blood. For drama, the comrade may make the attempt if he goes prone beside the dying character.
To save someone’s life in this manner, a character must make a very hard IQ roll (-8 IQ). It’s a hard (–4 IQ) roll if the treating character is a Physicker. It’s an average IQ roll is if the treating character a Master Physicker. If the roll is made, the wounded character stabilizes at his current ST level.
Alternatively, the treating character may pour enough healing potion or magic into a dying figure to raise him to –5 ST or more. In that case, the dying stops.
Once the dying stops, the figure is “stabilized”. A stabilized figure is unconscious and may be carried. He cannot survive rough handling, however. If he is placed on a horse or similar conveyance, he must make an average ST roll each day to avoid tearing the wound open and taking a point of damage. If this reduces his ST to less than -5, he will be dying again and one of his comrades must again try to save the character’s life.
Grom (ST 13) takes a blow that reduces his ST to -4. Grom
falls unconscious. An arrow hits Grom and does 2 more points of damage,
reducing his ST to -6. He is now dying and will lose one ST per turn until he
reaches –13 and dies.
Grom lays bleeding for two turns and his ST drops to -8. At this point, Brunka (IQ 8) tries to save Grom’s life. Brunka has to make a very hard IQ roll to save his friend. Brunka rolls a 14, which is way more than his adjusted IQ of 0. Grom drops to -9 ST. The next turn, Brunka tries again. Miraculously, he rolls a 1 (automatic success), so Grom stabilizes at -9.
One attempt may be made per turn to save a character’s life. The attempt may be made by anyone, but only one attempt per turn per dying character.
Characters start with 2 extra points. Allowable races are humans, elves, dwarves, and halflings. No reptile men, ogres, gargoyles, prootwaddles, etc. In addition, all characters get 4 additional points of talents/spells/languages free. So if you have an IQ of 8, you get 12 IQ points worth of talents. You can buy 2 additional talent/spells/language points for 1 attribute point.
Expert Swordsman (2). Prerequisite: Sword, IQ10+, and AdjDX 13+.
You’re a superb swordsman and can fight well. You increase your damage
by 1 point for every die of damage the weapon does. An expert swordsman with
a cutlass does 2 dice damage for instance. Opponents are –4 DX to hit you
in melee combat – if you’re using a sword.
Master Swordsman (2). Prerequisite: Expert Swordsman, IQ10, AdjDX 16+.
You’re a legendary swordsmaster. You increase your damage by 2 points per die
of damage that your weapon does. For instance, a master swordsman armed with
a cutlass will do 2+2 damage. Opponents –8 DX to hit you in melee combat –
if you’re using a sword.
Hafted Weapons (2): Replaces Axe/Mace talent. Ability to use all
axes, maces, and hammers on the Weapons Table. But note that anyone can use a
club at no DX penalty.
Expert Hafted Weapon (2). Prerequisite: Hafted Weapons, IQ10+, and AdjDX
13+. You’re a superb fighter and can fight well with hafted weapons.
You increase your damage by 2 points for every die of damage the weapon does. For
instance, an expert with a battleaxe will do 3+6 damage.
Master Hafted Weapon (2). Prerequisite: Expert Hafted Weapons, IQ10+, AdjDX
16+. You’re a legendary master of hafted weapons. You increase your damage by 2
points per die of damage that his weapon does. For instance, a master with a
battleaxe will do 3+6 damage. Opponents are –4 DX to hit you in melee
combat – if you’re using a hafted weapon.
Expert Polearm (2). Prerequisite: Polearm, IQ10+, and AdjDX 13+.
You’re a superb fighter and can fight well with polearms (and naginatas
if you have the naginata talent). You increase your damage by 1 point
for every die of damage the weapon does. For instance, an expert with a
pikeaxe will do 2+2 damage. Opponents are –4 DX to hit you in melee combat
– if you’re using a polearm/naginata.
Master Polearm (2). Prerequisite: Expert Polearm, IQ10+, AdjDX 16+.
You’re a legendary master of polearms (and naginatas if you have the naginata
talent). You increase your damage by 2 points per die of damage that his weapon
does. For instance, a master with a pikeaxe will do 2+4 damage. Opponents
are –8 DX to hit you in melee combat – if you’re using a polearm or naginata.
Expert Bowman (2): Prerequisite: Bow, IQ10+. You are good
with bows. You get a +2 DX to hit with bows/slings and your DX adjustment for
range is –1 per 9 hexes rather than –1 per 6 hexes. You can use the long range
marksmanship rules. You can also fire your bow twice per turn as long as your
AdjDX is at least 14 (not including ‘to hit’ bonuses or penalties).
Master Bowman (2): Prerequisite: Expert Bowman, IQ10+. You are very
good with bows. You get a +4 DX to hit with bows/slings and your DX
adjustment is –1 per 12 hexes. You can use the long range marksmanship rules.
Quickdraw (1): Allows character to ready a weapon and strike in
the same turn. If the character makes a 3/DX roll, then he can strike in his
normal DX order. If the roll is missed, he strikes at the end of the melee
phase. If he rolls a 16, the weapon is not readied. On a 17 or 18, the weapon
is dropped. Quickdraw must be taken separately for each class of melee weapon:
sword, hafted, or peculiar weapon. Quickdraw is unavailable for pole weapons,
thrown weapons (but see the thrown weapons talent) or missile weapons (except
for the modern talent Pistol).
Gunner (2): Ability to use and maintain known types of gunpowder weapons, such
as the arquebus, blunderbuss and wheelock pistol.
Expert Gunner (2): Prerequisite: Gunner, IQ10+. You are good
with guns. You get a +2 DX to hit with gunpowder weapons and your DX adjustment
for range is –1 per 9 hexes rather than –1 per 6 hexes. With pistols, it’s –1
per 6 hexes. You can use the long range marksmanship rules (but not with
pistols). It takes you half as long to reload your gun.
Master Gunner (2): Prerequisite: Expert Gunner, IQ10+. You are very
good with guns. You get a +4 DX to hit with gunpowder weapons and your DX
adjustment is –1 per 12 hexes. With pistols, it’s –1 per 9 hexes. You can use
the long range marksmanship rules (but not with pistols).
Expert Thrown Weapons (2): Prerequisite: Thrown Weapons, IQ10+. You are good
with thrown weapons (normal thrown weapons and any peculiar ones that you have
the talent for). You get a +2 DX to hit with thrown weapons and your DX
adjustment for range is –1 per 2 hexes rather than –1 per hex. You can use the
dagger marksmanship rules.
Master Thrown Weapons (2): Prerequisite: Expert Thrown Weapons, IQ10+. You are
very good with thrown weapons (normal ones and any peculiar ones that
you have the talent for). You get a +4 DX to hit with thrown weapons and your
DX adjustment is –1 per 3 hexes. You can use the dagger marksmanship rules.
Two Weapons (2). Prerequisite: IQ 9, AdjDX 11+; talents for
weapons that you use. You can use two one-handed weapons at the same time. You
can, on any turn you attack, to do any one of the following:
(a) attack with both weapons (against the
same or different foes), -2 DX for the first attack and -4 DX for the second
one;
(b) make a normal attack with one weapon and
parry with the other, absorbing 2 hits of damage; or
(c) parry with both weapons, stopping 4 hits
of damage, but not threatening the enemy.
Two Weapons Expert (2). Prerequisite: Two Weapons, AdjDX 13+; talents for
weapons that you use. You can use two one-handed weapons at the same time. You
can, on any turn you attack, to do any one of the following:
(a) attack with both weapons (against the
same or different foes), normally for the first attack and –2 DX for the second
one;
(b) make a normal attack with one weapon and
parry with the other, absorbing 2 hits of damage; or
(c) parry with both weapons, stopping 4 hits
of damage, but not threatening the enemy.
Two Weapons Master (2). Prerequisite: Expert Two Weapons,
AdjDX 15+; talents for weapons that you use. You can use two one-handed weapons
at the same time. You can, on any turn you attack, to do any one of the
following:
(a) attack with both weapons (against the
same or different foes), at no DX penalty for either attack;
(b) make a normal attack with one weapon and
parry with the other, absorbing 2 hits of damage; or
(c) parry with both weapons, stopping 4 hits
of damage, but not threatening the enemy.
Unarmed Combat I (2). Prerequisite: IQ 8, DX 11+, cloth armor or less.
Basic martial arts knowledge. You do one extra hit of damage whenever you fight
bare-handed in either HTH or regular combat. You must be wearing cloth armor or
no armor to use the Unarmed Combat talents.
Unarmed Combat II (2). Prerequisite: IQ9, U.C. I and DX of 12+. You do a
total of two extra hits of damage bare-handed. You can also
"shield-rush" without a shield. This simulates a throw or take-down.
Unarmed Combat III (2). Prerequisite: IQ10, DX 14+, U.C. II. You’re a
master of martial arts. You do 3 extra hits of damage with your bare hands, and
can knock a foe down as described under U.C. II. But because of your great
skill, the opponent must make a very hard DX roll (-8) to avoid falling (–4 DX
if he has more than twice your ST). You can attempt to “throw” any foe whose ST
is less than 3 times yours. You can also choose the “defend” option barehanded.
Unarmed Combat IV (2). Prerequisite: IQ10, DX 15+, U.C. U.C. III. Your
side hexes count as front hexes, and your rear hex counts as a side hex. Your
opponents are –4 DX to hit you in normal combat. If you take the
"defend" option bare-handed, your opponent is –8 DX to hit you.
Unarmed Combat V (2). Prerequisite: IQ10, DX 16+, U.C. IV. An attacker
is –8 to hit you in normal combat – -16 DX if you’re dodging a missile attack,
-12 DX if you’re defending. If you strike an armed foe and do more than 3 hits
of damage (after armor), he’s hit on a nerve and automatically drops his
weapon. A weapons master using a weapon that he is master of gets a –8 DX roll
to retain his weapon.
Unarmed Combat VI (3). IQ 14, Prerequisite: UC I-V. You do four points
of extra damage bare-handed. You can also channel your Chi into a Great Blow.
For every ST that you put into the blow, you do an extra die of damage. You can
put a maximum of 4 ST into this blow. You may also expend Chi to make yourself
more skillful. This is identical to the Aid spell, except that you do not need
to roll for it to be successful and you can only use it on yourself. Basically,
for each point of ST expended this way, you add one to your ST, DX or IQ for 12
turns. ST expended like this is exactly like fatigue expended by a wizard.
Combat Healing (IQ 10) (T) For each ST spent casting, the wizard
heals 2 points of combat damage. This will not heal fatigue or ST lost from
casting spells.
Healing (IQ 10) (T). Spell takes 5 minutes to take full effect and in
that time, target must remain still or it will not work. For each ST spent, the
wizard heals 6 points of combat damage. This will not heal fatigue or ST lost
from casting spells. Also available in potion form for $75. Heals 6 points per
dose.
Healing by spells, potions or physickers may not heal the *first* point of
damage suffered in each combat. Notwithstanding this, a figure may always be
healed up to ½ his starting ST.