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New Tunnels & Trolls first look at UK Games Expo.
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9692479" data-attributes="member: 7044704"><p>Yep. Strength and MR contribute far less than accumulated Threat after only a round or two, and unless the players are lackwits they'll have monsters pushed onto Defend actions in short order so they're only a menace during the players' strikes - or when they're elites. Don't miss that key bit about being able to strike multiple enemies with range, complete with emphasis that GMs should be generous about what's in range. If you can survive the combat, dumping Threat on multiple foes while taking only one yourself can swing a fight. You're shafted in a similar fashion when outnumbered (especially by non-Mob X foes) who strike one after another and drown you in Threat. Oh, and short swords are incredibly strong thanks to Harass. </p><p></p><p>That fact that Shoot actions never benefit from Threat offensively makes them extremely weak compared to Strikes.</p><p></p><p>I'm not sure how I'd change things, but threat either accumulates too fast or it's too hard to remove once it starts accumulating. Sneak is a joke, although getting Wounded can decide a fight right there if it peels (say) 8 threat off a PC. I fully expect to see monsters with Wounds (multiple, even) in the future. You obviously can't just keep raising MR forever, but Wounds extend durability for Big Bads.</p><p></p><p>One idea that might work would be having a PC or monster who lands a killing blow or a Wound immediately remove Threat = the amount on the target. That would effectively put a bounty on high-threat targets and make finishing them off much more appealing. I already note a tendency to bury monsters under 2-3 times their MR in threat and ignore them flopping around on Defend to deal with greater problems.</p><p></p><p>Surprised to hear that. I've yet to see either fluke effect trigger off anything but an initial dice pool, where they have equal odds of occurring - or slightly skewed toward crit hits actually, since any Luck rerolls will be fishing for them. The only thing the fumble chance does IME is restrict which explosion pools you're willing to roll outside if the most desperate circumstances. The math on losing all your hits to a fumble versus maybe gaining another few hits from risky explosions almost never supports being a gambler unless the other option is to die right now.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9692479, member: 7044704"] Yep. Strength and MR contribute far less than accumulated Threat after only a round or two, and unless the players are lackwits they'll have monsters pushed onto Defend actions in short order so they're only a menace during the players' strikes - or when they're elites. Don't miss that key bit about being able to strike multiple enemies with range, complete with emphasis that GMs should be generous about what's in range. If you can survive the combat, dumping Threat on multiple foes while taking only one yourself can swing a fight. You're shafted in a similar fashion when outnumbered (especially by non-Mob X foes) who strike one after another and drown you in Threat. Oh, and short swords are incredibly strong thanks to Harass. That fact that Shoot actions never benefit from Threat offensively makes them extremely weak compared to Strikes. I'm not sure how I'd change things, but threat either accumulates too fast or it's too hard to remove once it starts accumulating. Sneak is a joke, although getting Wounded can decide a fight right there if it peels (say) 8 threat off a PC. I fully expect to see monsters with Wounds (multiple, even) in the future. You obviously can't just keep raising MR forever, but Wounds extend durability for Big Bads. One idea that might work would be having a PC or monster who lands a killing blow or a Wound immediately remove Threat = the amount on the target. That would effectively put a bounty on high-threat targets and make finishing them off much more appealing. I already note a tendency to bury monsters under 2-3 times their MR in threat and ignore them flopping around on Defend to deal with greater problems. Surprised to hear that. I've yet to see either fluke effect trigger off anything but an initial dice pool, where they have equal odds of occurring - or slightly skewed toward crit hits actually, since any Luck rerolls will be fishing for them. The only thing the fumble chance does IME is restrict which explosion pools you're willing to roll outside if the most desperate circumstances. The math on losing all your hits to a fumble versus maybe gaining another few hits from risky explosions almost never supports being a gambler unless the other option is to die right now. [/QUOTE]
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