Quote:
Originally Posted by Skarg
Not to say it's a bad idea, but it strikes me that this seems a bit like the reverse of the situation described for the ITL Wizards' Guild, which seems to want or even try to require (and according to ITL, mostly succeed) in having all wizards be members (i.e. they want to collect dues and exert power & authority over them, so they might not want such a barrier to entry). Maybe though it might be a sign and/or prerequisite for some rank in the guild, now that it is tied to the ability for experienced mages to have mana staves.
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Perhaps, though I prefer to think of it as minor correction since it seems like the default ITL version of the Wizard's Guild inevitably leads to
hcobb's interpretation of a powerful omnipresent organization that practically runs the game world. I want to create the opportunity for a more varied magic-using landscape (and yes, I realize that is my own world-building biases filtering into the mechanics being proposed). But to be clear, I would only provide that as one possible explanation for the delay in being able to gain a wizard's staff.
Quote:
Originally Posted by Skarg
Also, in original TFT at least, and I would think even in new ITL, there would be a fair proportion of good wizards who do not get staff abilities, preferring to concentrate on other abilities.
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Except now (and maybe this is just me) it feels like there is less of a choice for wizards. The Staff spells as presented in the Legacy edition
feel like a 'must have' option and I dislike that kind of character path railroading. Like you say, wizards should have a variety of viable build options.
BTW, I have a few more wizard-centric portfolios that I am working on to help reinforce this idea that there are many paths to power.
Quote:
Originally Posted by Skarg
My own house-rules-in-progress have been separating the combat functions of staffs from the mana functions of staffs, because I like to think different wizards have different interests and should not have one path that lumps together mana powers with powerful zappy combat powers.
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I'd love to see those once they are fleshed out.