Post by jasper on Jan 3, 2012 1:27:30 GMT -5
Okay, here are my thoughts on the rules for Legends of the Ancient World. They are based on 6 pages of notes on the 7 page rule set lol For the most part I will be comparing it to its inspiration TFT as that is what I am familiar with. Also I ordered some of the game books so I need to know the differences so I can minimize my assumptions when playing them through. Keep in mind however that I grew up with only two of the rule sets: Wizard and Advanced Wizard. I didn’t pick up a copy of Melee until years later though we did use it for awhile. I didn’t pick up Advanced Melee or ITL until a few years ago on eBay and have never used them in play. To complicate the issue I did have a copy of the Game Master’s Codex, so I had the armour and weapon charts and various monsters (I wondered for years what the heck prootwaddles were…) and I had lists of the various talents but didn’t really know how to use them. We stopped playing TFT in the mid 90s or so but we played it a lot so the rules are still right with me.
Also note all comments are my opinions only .
Character creation – TFT had two classes: Wizard and Hero. LAW has people who use magic and those that don’t. Can’t you use Hero and Wizard? I do understand you want to differentiate your game but you need classes , plus Hero and Wizard are classic. So Wizards only get 4 spells max and that’s assuming they don’t take skills, including simple things like literacy. Wow, that’s a change from Wizard. I can go with it though, considering the changes to Wizard spells (XP and ST rules; more on that later) and considering most Wizards in TFT usually stuck to only a few spells anyway.
Checks – One thing I noted in the rules for winning checks (as opposed to “passing” checks) is that you pick the amount of dice you want to roll. So if I need to win an IQ check vs someone else and my IQ is only 8 I could play it safe and roll only 1 or 2 dice. Is this correct? Of course since the higher total without going over the stat (Bob Barker anyone?) wins this is risky. My question is who announces how many dice they are rolling first? At the same time? Maybe I’ve misread the winning checks rule entirely and you do always roll 3 dice.
MA – I was surprised here with the change here (halving MA more or less) but on the other hand you never could attack when moving over half your MA anyway so this just streamlines it. Basing MA off your DX as opposed to a default for your race is a good change. Question – can you move through friendly squares if you don’t stop in it?
Thrown weapons – I really like the ability to move your full MA and still throw your weapon. At first I thought this would be an awesome closing tactic until I realized you would lose your next action reequipping. A way to avoid this could be to carry, say a sword and a spear, throw the spear while closing then use the sword in melee, the trade off being you’d have no shield.
Thrown/missile weapons: No penalty for firing into combat? I do realize you are keeping it simple but this needs to be here.
Range – I noticed you’ve done away with ranges entirely. I believe this is the only RPG I’ve ever known that has no range modifiers. Certainly simplifies things. On one hand TFT range penalties for thrown spells and weapons was extremely high (-1 for each hex) so that needed fixing, on the other hand I think some range modifiers should be appropriate.
Pick up weapon action – can you pick up a weapon in an adjacent square or only your own?
Grappling – so damage is inflicted twice a turn? Once on your turn and then again on your opponent’s, assuming you win the check? Also a mobility penalty is mentioned but I am not sure what it is.
Cast spell action – A couple HUGE improvements with spells. Wow. I made my notes on LAW before Christmas and am only typing them up now and I am still impressed. First – rolling spells off your IQ as opposed to DX. This gives wizards a dump stat, namely DX. Heroes always had IQ as a dump stat while Wizards needed all 3 stats. This evens things up. More on spells in their section.
Dodge action – I like the fact that you have to retreat into an unoccupied space. This brings some mobility to the game as opposed to two opponent’s standing still and hacking at each other (which is most other games lol). I do dislike that you can’t dodge missile or thrown weapons. For game balance purposes I think you should be able to. I’ve played games where the fighter’s job is just to stand there and hold off the bad guys while the thieves (!) do all the damage with bows. Enough of that!
Counterattack action – A really good addition. I like the idea that if 3 people rush me I only have to survive the first blow to at least get my attack in. It also adds some RPing what with people not wanting to be the one to go in first against a dangerous but slow opponent! Question – you can’t counterattack a counterattack can you (giving up your next turn)? I hope not.
Defending a takedown – So to avoid a takedown attempt entirely all you have to do is forfeit your action and have a hex to retreat to? Avoiding all rolls? This seems pretty easy but I suppose you are giving up your action. I do wonder why this rule though.
Zone of control – I like it I guess. I’ve been playing Pathfinder lately so I am used to attacks of opportunity and all the joy they provide. I find them simple but still have made mistakes lol.
Damage – no unconscious at 1 anymore! This gives everyone a free hit point plus you don’t die at 0. This helps a lot lol. Our old TFT campaigns were pretty brutal with most people having two or 3 characters at a time due to the old damage and healing rules. I also note you’ve sped up healing.
Fatigue – I see you kept it. Conan the Wizard is here to stay I guess but at least fatigue doesn’t count towards death anymore.
Daggers – I like the bonus damage in grappling. This still would ignore armour if grappling correct?
Rapiers – Give them a break! Same damage as daggers in melee, can’t be used in grappling, a higher heft, and probably more expensive. Why would anyone use one? I understand they are the same are rapiers in TFT but you’ve upped dagger damage to equal them so rapiers are pointless. Errr. Pointy but pointless.
Thrown rock – 1 to 2 damage? I would leave it at one but now I’m quibbling.
Double/Triple damage and fumbles – I have to say something about these. I’ve noticed you guys have dropped these rules entirely. I am guessing for simplicity’s sake: fair enough. I do miss them though. Combat was scary knowing that a goblin could get lucky and stick his dagger through your eye but on the other hand fluky rolls skew programmed adventures and losing a character to same sucks. Dropped and broken weapons added colour to fighting but again I guess you’ve dropped the rules for simplicity’s sake.
Armour – Mostly the same. You added a missing link with segmented armour and fixed an overly high DX penalty to another while doing so. Good job.
Experience – Big changes in the experience rules. Without playing for a bit I can’t judge them. I am sure they’ve been play tested. Question – Are your max spells still maxed at your IQ? See, I still have old TFT assumptions haunting me.
Karma/Wishes – I like the idea. Not sure how you get them, I am assuming they pop up in the adventures. Hmm, I don’t like trading Karma for XP though. I’ve played games (Shadowrun, 7th Sea) where unused Karma (or equivalent) is traded in for XP at the end of sessions and I find it just rewards those players who hoard their Karma as opposed to spending it to help the party.
Keywords – Another neat idea, perfect for programmed adventures. Are you going to include fake keywords to use as red herrings? I guess if you do the XP for them should be removed at the end of the adventure. Just an idea.
Curses – They suck! Neat idea, nice that they can be bought off at least.
Magic – I noticed under Direct Spells that magic users are referred to. I am nitpicking but call them mages or wizards and stick with it! I like your rules for multi-hex knowledge of spells.
Staves – Wow, staves are USEFUL. Huge upgrade here. Costs permanent XP but for something like this it’s worth it.
Metal – No metal wearing wizards, that’s still a fantasy RPG staple. So it looks like all my wizards will be wearing leather now since they roll spells vs IQ. Question – do metal chains (like on prisoners) prevent spell use?
Spells – I like how spells are divided up into categories, even if you can take spells from anything. I like the magic counterattack rule against people in your space.
Creation spells – Can the caster cancel any spell at will (ie. Fire, Shadow, Wall)? Would it take his action or is it “free”?
Fire – I like the comment on animals.
Flash – Question – What’s the duration? The entire combat? Had a thought that you could make an all wizard party. The first wizard casts flash then the next summons warriors or whatever to fight. Sure the other wizards are flashed as well but who cares, they use IQ to cast.
Shadow – Good spell for a wizard, again since they don’t use DX to cast. Can cast on his own hex then blast spells out of it using IQ. Or do missile spells roll 4 dice vs IQ? Another question – while casting into or out of a shadow hex means you roll 4 dice how about casting THROUGH a shadow hex at someone behind it?
Rope – Don’t know why I am confused but I am. I get rope cast on me. I ignore it and attack using 4 dice. I hit. Since I passed a 4 die DX check is the rope gone or do I specifically have to use an action to make a 4 die DX roll to remove it? Question – If you know Rope do you know Super Rope if your IQ is high enough?
Clumsiness – Is there a max amount of fatigue that can be spent? I guess MA is affected as well if DX is lowered.
Confusion – Do you lose access to spells you no longer have IQ high enough for?
Flight – Can you fight while flying (hovering)? Can you ignore Zones of Control while flying?
Dispel Magic – Seems like it would be easier to dispel spells while the caster is present as opposed to dispelling spells when he isn’t as spells default to their IQ. Maybe not.
Spell Shield – Ok, does this protect against Magic Fist, Fireball and Lighting strikes? I am confused because under Kinetics it says Magic strikes act as missiles.
Healing – Finally clerics are in TFT. Not only that but they double as wizards! This is a game changer. I am so used to damage sticking around, with the wounded healing 1 ST every TWO days unless you want to spend $$ on healing potions which only healed 1 ST each. (Remember I didn’t have ITL so didn’t know how physickers worked). I actually liked that, I suppose because I am so used to it. Fights were dangerous and brutal. With a healing spell everything seems so temporary. When I ran the sample adventure, Orcs of the High Mountain most of my wizard’s fatigue loss ultimately was from healing. Sure, he’d cast a spell or two per encounter, maybe more if it was a tough one but most of the fatigue loss was from healing. In an actual party everyone is going to insist that every Wizard take this spell and conserve ST for healing after the fight. I do understand there’s probably a demand for healing spells though. I just hate seeing Wizards reduced to this.
Illusions – Not sure of their usefulness now. On the other hand the way we used to play Illusions was so overpowered. Why summon and pay ST each turn for a summoned myrmidon or wolf when you could just create an illusion of a bear or gargoyle? We would have massive fights with lots of wizards (we had a whole wizard state war campaign). Some wizards would summon, some would create illusions of summoned beings while others would attempt to disbelieve opponents’ summoned/illusions to get rid of them lol. That aside, your illusions are static and seem more for a RP use than a combat one.
Magic Fist, Fireball, Lighting – I like the fact you’ve added a max fatigue that can be spent. Good plan. Do spells like Blue and Shadow mean you roll 4 dice vs IQ to hit? Reading those spells are written they only affect DX.
Shock Shield – Can this be cast while grappling? I know spells can’t be but maybe an exception should be made for this one. I suppose it could always be the wizard’s “magic counterattack” though.
Avert – I like the change to this spell. It’s a telekinetic push now. I suppose it can be used to push people off cliffs or into rivers. Does the target get pushed DIRECTLY away from the caster or can oblique angles be used?
Morphing – A neat addition. They seem powerful but they are high IQ spells after all. I see dragons still spend fatigue to breath lol. Another TFT staple.
Seeing – It’s neat seeing spells designed with solo adventures in mind.
Summoning – Here is the other big improvement to magic spells (the first being using IQ to cast not DX). You no longer have to pay fatigue to upkeep summoned beings. This is big, at least in my campaign where summoning was a common thing. This is offset by the fact that you can only have one summoned being present. Good call.
Summon Warrior – What happened to the Myrmidon!!??
Dragon Breath – 9 fatigue? Really? I can’t remember what it was in TFT.
Raise the Dead – So you bring back your dead into a different living body? Am I reading this right? Bob dies, Alex the Wizard can’t heal Bob’s body so captures Charlie and summons Bob to live in Charlie’s body now? Is this permanent? Is Charlie just considered possessed? Can this be dispelled? Or is Charlie’s spirit now without a home and he in turn can be raised into Dave’s body? What if the spirit is unwilling? Does Bob know that Alex is really raising him into the body of Edith the little girl lol? This spell could be considered evil. I like its contexts. I could see slave markets where young, healthy, strong men and women are sold to be used as vessels for the dead. I do like that there is still no “Raise Dead” spell that just made death a temporary state. TFT was different that way and I liked it for that.
Skills - Again, I never used ITL talents when I played so I don’t have anything to compare your skill rules to. I am not sure exactly how skills are rolled. Let’s say I have DX 11 and Riding. I make a riding roll. I roll 3 dice against 11? What if I have another point in riding, am I rolling against DX 12? Or does your actual skill rank add to your Stat? Question – Is there a max skill level? Can someone just keep dumping all their XP into Sword until it’s like +10?
Leadership – I like this one.
Animal Handler – This takes an action? I assume it prevents the animal from attacking everyone not just you. Can it be used against a whole pack or one animal at a time? Can it be used as a preemptive counter attack?
Weapon skills – This is huge. Grants a big advantage to characters over opponents as I noticed in Orcs of the High Mountain that no enemies had any weapon skills. It used to be relatively even in fights in Death Test etc and the survivors usually turned out to be my wizards and Halfling archers lol. This gives front line fighters a big edge. Well, it gives the whole party an edge which helps the front line fighters the most lol. I like this add.
All in all I like a lot of the changes. If I ever played TFT with my buddies again I may incorporate some of them. I certainly would like to anyway. Some things I don’t like so much but then again I’ve been gaming for decades so I am not afraid of complicating rules a bit. One of my big campaigns was the pre-standard rules for Rolemaster. That’s a lot of rules.
Anyway, still waiting for my adventures in the mail but in the meantime I’ll get some time together to run through the Sorcerer’s Manor soonish.
Also note all comments are my opinions only .
Character creation – TFT had two classes: Wizard and Hero. LAW has people who use magic and those that don’t. Can’t you use Hero and Wizard? I do understand you want to differentiate your game but you need classes , plus Hero and Wizard are classic. So Wizards only get 4 spells max and that’s assuming they don’t take skills, including simple things like literacy. Wow, that’s a change from Wizard. I can go with it though, considering the changes to Wizard spells (XP and ST rules; more on that later) and considering most Wizards in TFT usually stuck to only a few spells anyway.
Checks – One thing I noted in the rules for winning checks (as opposed to “passing” checks) is that you pick the amount of dice you want to roll. So if I need to win an IQ check vs someone else and my IQ is only 8 I could play it safe and roll only 1 or 2 dice. Is this correct? Of course since the higher total without going over the stat (Bob Barker anyone?) wins this is risky. My question is who announces how many dice they are rolling first? At the same time? Maybe I’ve misread the winning checks rule entirely and you do always roll 3 dice.
MA – I was surprised here with the change here (halving MA more or less) but on the other hand you never could attack when moving over half your MA anyway so this just streamlines it. Basing MA off your DX as opposed to a default for your race is a good change. Question – can you move through friendly squares if you don’t stop in it?
Thrown weapons – I really like the ability to move your full MA and still throw your weapon. At first I thought this would be an awesome closing tactic until I realized you would lose your next action reequipping. A way to avoid this could be to carry, say a sword and a spear, throw the spear while closing then use the sword in melee, the trade off being you’d have no shield.
Thrown/missile weapons: No penalty for firing into combat? I do realize you are keeping it simple but this needs to be here.
Range – I noticed you’ve done away with ranges entirely. I believe this is the only RPG I’ve ever known that has no range modifiers. Certainly simplifies things. On one hand TFT range penalties for thrown spells and weapons was extremely high (-1 for each hex) so that needed fixing, on the other hand I think some range modifiers should be appropriate.
Pick up weapon action – can you pick up a weapon in an adjacent square or only your own?
Grappling – so damage is inflicted twice a turn? Once on your turn and then again on your opponent’s, assuming you win the check? Also a mobility penalty is mentioned but I am not sure what it is.
Cast spell action – A couple HUGE improvements with spells. Wow. I made my notes on LAW before Christmas and am only typing them up now and I am still impressed. First – rolling spells off your IQ as opposed to DX. This gives wizards a dump stat, namely DX. Heroes always had IQ as a dump stat while Wizards needed all 3 stats. This evens things up. More on spells in their section.
Dodge action – I like the fact that you have to retreat into an unoccupied space. This brings some mobility to the game as opposed to two opponent’s standing still and hacking at each other (which is most other games lol). I do dislike that you can’t dodge missile or thrown weapons. For game balance purposes I think you should be able to. I’ve played games where the fighter’s job is just to stand there and hold off the bad guys while the thieves (!) do all the damage with bows. Enough of that!
Counterattack action – A really good addition. I like the idea that if 3 people rush me I only have to survive the first blow to at least get my attack in. It also adds some RPing what with people not wanting to be the one to go in first against a dangerous but slow opponent! Question – you can’t counterattack a counterattack can you (giving up your next turn)? I hope not.
Defending a takedown – So to avoid a takedown attempt entirely all you have to do is forfeit your action and have a hex to retreat to? Avoiding all rolls? This seems pretty easy but I suppose you are giving up your action. I do wonder why this rule though.
Zone of control – I like it I guess. I’ve been playing Pathfinder lately so I am used to attacks of opportunity and all the joy they provide. I find them simple but still have made mistakes lol.
Damage – no unconscious at 1 anymore! This gives everyone a free hit point plus you don’t die at 0. This helps a lot lol. Our old TFT campaigns were pretty brutal with most people having two or 3 characters at a time due to the old damage and healing rules. I also note you’ve sped up healing.
Fatigue – I see you kept it. Conan the Wizard is here to stay I guess but at least fatigue doesn’t count towards death anymore.
Daggers – I like the bonus damage in grappling. This still would ignore armour if grappling correct?
Rapiers – Give them a break! Same damage as daggers in melee, can’t be used in grappling, a higher heft, and probably more expensive. Why would anyone use one? I understand they are the same are rapiers in TFT but you’ve upped dagger damage to equal them so rapiers are pointless. Errr. Pointy but pointless.
Thrown rock – 1 to 2 damage? I would leave it at one but now I’m quibbling.
Double/Triple damage and fumbles – I have to say something about these. I’ve noticed you guys have dropped these rules entirely. I am guessing for simplicity’s sake: fair enough. I do miss them though. Combat was scary knowing that a goblin could get lucky and stick his dagger through your eye but on the other hand fluky rolls skew programmed adventures and losing a character to same sucks. Dropped and broken weapons added colour to fighting but again I guess you’ve dropped the rules for simplicity’s sake.
Armour – Mostly the same. You added a missing link with segmented armour and fixed an overly high DX penalty to another while doing so. Good job.
Experience – Big changes in the experience rules. Without playing for a bit I can’t judge them. I am sure they’ve been play tested. Question – Are your max spells still maxed at your IQ? See, I still have old TFT assumptions haunting me.
Karma/Wishes – I like the idea. Not sure how you get them, I am assuming they pop up in the adventures. Hmm, I don’t like trading Karma for XP though. I’ve played games (Shadowrun, 7th Sea) where unused Karma (or equivalent) is traded in for XP at the end of sessions and I find it just rewards those players who hoard their Karma as opposed to spending it to help the party.
Keywords – Another neat idea, perfect for programmed adventures. Are you going to include fake keywords to use as red herrings? I guess if you do the XP for them should be removed at the end of the adventure. Just an idea.
Curses – They suck! Neat idea, nice that they can be bought off at least.
Magic – I noticed under Direct Spells that magic users are referred to. I am nitpicking but call them mages or wizards and stick with it! I like your rules for multi-hex knowledge of spells.
Staves – Wow, staves are USEFUL. Huge upgrade here. Costs permanent XP but for something like this it’s worth it.
Metal – No metal wearing wizards, that’s still a fantasy RPG staple. So it looks like all my wizards will be wearing leather now since they roll spells vs IQ. Question – do metal chains (like on prisoners) prevent spell use?
Spells – I like how spells are divided up into categories, even if you can take spells from anything. I like the magic counterattack rule against people in your space.
Creation spells – Can the caster cancel any spell at will (ie. Fire, Shadow, Wall)? Would it take his action or is it “free”?
Fire – I like the comment on animals.
Flash – Question – What’s the duration? The entire combat? Had a thought that you could make an all wizard party. The first wizard casts flash then the next summons warriors or whatever to fight. Sure the other wizards are flashed as well but who cares, they use IQ to cast.
Shadow – Good spell for a wizard, again since they don’t use DX to cast. Can cast on his own hex then blast spells out of it using IQ. Or do missile spells roll 4 dice vs IQ? Another question – while casting into or out of a shadow hex means you roll 4 dice how about casting THROUGH a shadow hex at someone behind it?
Rope – Don’t know why I am confused but I am. I get rope cast on me. I ignore it and attack using 4 dice. I hit. Since I passed a 4 die DX check is the rope gone or do I specifically have to use an action to make a 4 die DX roll to remove it? Question – If you know Rope do you know Super Rope if your IQ is high enough?
Clumsiness – Is there a max amount of fatigue that can be spent? I guess MA is affected as well if DX is lowered.
Confusion – Do you lose access to spells you no longer have IQ high enough for?
Flight – Can you fight while flying (hovering)? Can you ignore Zones of Control while flying?
Dispel Magic – Seems like it would be easier to dispel spells while the caster is present as opposed to dispelling spells when he isn’t as spells default to their IQ. Maybe not.
Spell Shield – Ok, does this protect against Magic Fist, Fireball and Lighting strikes? I am confused because under Kinetics it says Magic strikes act as missiles.
Healing – Finally clerics are in TFT. Not only that but they double as wizards! This is a game changer. I am so used to damage sticking around, with the wounded healing 1 ST every TWO days unless you want to spend $$ on healing potions which only healed 1 ST each. (Remember I didn’t have ITL so didn’t know how physickers worked). I actually liked that, I suppose because I am so used to it. Fights were dangerous and brutal. With a healing spell everything seems so temporary. When I ran the sample adventure, Orcs of the High Mountain most of my wizard’s fatigue loss ultimately was from healing. Sure, he’d cast a spell or two per encounter, maybe more if it was a tough one but most of the fatigue loss was from healing. In an actual party everyone is going to insist that every Wizard take this spell and conserve ST for healing after the fight. I do understand there’s probably a demand for healing spells though. I just hate seeing Wizards reduced to this.
Illusions – Not sure of their usefulness now. On the other hand the way we used to play Illusions was so overpowered. Why summon and pay ST each turn for a summoned myrmidon or wolf when you could just create an illusion of a bear or gargoyle? We would have massive fights with lots of wizards (we had a whole wizard state war campaign). Some wizards would summon, some would create illusions of summoned beings while others would attempt to disbelieve opponents’ summoned/illusions to get rid of them lol. That aside, your illusions are static and seem more for a RP use than a combat one.
Magic Fist, Fireball, Lighting – I like the fact you’ve added a max fatigue that can be spent. Good plan. Do spells like Blue and Shadow mean you roll 4 dice vs IQ to hit? Reading those spells are written they only affect DX.
Shock Shield – Can this be cast while grappling? I know spells can’t be but maybe an exception should be made for this one. I suppose it could always be the wizard’s “magic counterattack” though.
Avert – I like the change to this spell. It’s a telekinetic push now. I suppose it can be used to push people off cliffs or into rivers. Does the target get pushed DIRECTLY away from the caster or can oblique angles be used?
Morphing – A neat addition. They seem powerful but they are high IQ spells after all. I see dragons still spend fatigue to breath lol. Another TFT staple.
Seeing – It’s neat seeing spells designed with solo adventures in mind.
Summoning – Here is the other big improvement to magic spells (the first being using IQ to cast not DX). You no longer have to pay fatigue to upkeep summoned beings. This is big, at least in my campaign where summoning was a common thing. This is offset by the fact that you can only have one summoned being present. Good call.
Summon Warrior – What happened to the Myrmidon!!??
Dragon Breath – 9 fatigue? Really? I can’t remember what it was in TFT.
Raise the Dead – So you bring back your dead into a different living body? Am I reading this right? Bob dies, Alex the Wizard can’t heal Bob’s body so captures Charlie and summons Bob to live in Charlie’s body now? Is this permanent? Is Charlie just considered possessed? Can this be dispelled? Or is Charlie’s spirit now without a home and he in turn can be raised into Dave’s body? What if the spirit is unwilling? Does Bob know that Alex is really raising him into the body of Edith the little girl lol? This spell could be considered evil. I like its contexts. I could see slave markets where young, healthy, strong men and women are sold to be used as vessels for the dead. I do like that there is still no “Raise Dead” spell that just made death a temporary state. TFT was different that way and I liked it for that.
Skills - Again, I never used ITL talents when I played so I don’t have anything to compare your skill rules to. I am not sure exactly how skills are rolled. Let’s say I have DX 11 and Riding. I make a riding roll. I roll 3 dice against 11? What if I have another point in riding, am I rolling against DX 12? Or does your actual skill rank add to your Stat? Question – Is there a max skill level? Can someone just keep dumping all their XP into Sword until it’s like +10?
Leadership – I like this one.
Animal Handler – This takes an action? I assume it prevents the animal from attacking everyone not just you. Can it be used against a whole pack or one animal at a time? Can it be used as a preemptive counter attack?
Weapon skills – This is huge. Grants a big advantage to characters over opponents as I noticed in Orcs of the High Mountain that no enemies had any weapon skills. It used to be relatively even in fights in Death Test etc and the survivors usually turned out to be my wizards and Halfling archers lol. This gives front line fighters a big edge. Well, it gives the whole party an edge which helps the front line fighters the most lol. I like this add.
All in all I like a lot of the changes. If I ever played TFT with my buddies again I may incorporate some of them. I certainly would like to anyway. Some things I don’t like so much but then again I’ve been gaming for decades so I am not afraid of complicating rules a bit. One of my big campaigns was the pre-standard rules for Rolemaster. That’s a lot of rules.
Anyway, still waiting for my adventures in the mail but in the meantime I’ll get some time together to run through the Sorcerer’s Manor soonish.