06-22-2018, 06:42 PM | #21 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Missile Spells
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I don't care to double the ST requirement of missile spells; as you note, they become a little problematic when ST cost goes up. I generally limited missile spells to 3 points of ST. After that, it took 2 ST to add a die of damage. This at least minimized the single-shot wizards throwing 10d fireballs. |
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06-22-2018, 06:55 PM | #22 | |
Join Date: Sep 2005
Location: Arizona
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Re: Missile Spells
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__________________
So you've got the tiger by the tail. Now what? |
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06-22-2018, 08:59 PM | #23 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Missile Spells
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Trip is an IQ 10 thrown spell (so -1 per hex the target is distant) and cost 2 ST. It does no damage. By contrast, Magic Fist is an IQ 8 missile spell (so no penalty for 6 hexes range or less; -1 for 7-12 hexes, etc.). It would do 4+ points of damage 17% of the time if 1 ST is used, 42% of the time if 2 ST is used; 84% of the time if 3 ST is used. In addition, Magic Fist does physical damage to the target. I rejected Steve's rule because it made Magic Fist utterly superior to the Trip spell. In any case, Magic Fist wasn't very popular in my games and I think it mostly was because the damage inflicted/ST cost ratio was too low. |
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06-23-2018, 12:28 AM | #24 | |
Join Date: May 2015
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Re: Missile Spells
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As for the sidetrack on Magic Fist vs. Trip ( . . . ), it seems to me they're different. Trip is shorter ranged and doesn't do damage, but lets you knock someone down with 100% certainty for 2 ST if your casting works. It's also not susceptible to Dodge or Reverse Missiles. I like the flavor of having Magic Fist as it is, a weak IQ 8 missile spell with a unique physical ability. It's not very efficient at doing damage, but at IQ 8 it shouldn't be. (And of course it takes revenge when someone gets Wizard's Wrath... ;-) ) |
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06-23-2018, 01:09 AM | #25 | ||
Join Date: May 2013
Location: Tyler, Texas
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Re: Missile Spells
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The certainty of a Trip is offset by its inaccuracy vis-a-vis Magic Fist. And as noted, Magic Fist also does damage. Quote:
Example 1 ST Magic Fist can make a loud “thud” on a door, or knock on a door (heavily) for 1 second. Can knock over a full wine bottle or large jar. Can shatter a normal window. Can jar a stuck door lose. |
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06-23-2018, 01:23 AM | #26 | ||
Join Date: May 2015
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Re: Missile Spells
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06-23-2018, 03:16 PM | #27 |
Join Date: Sep 2005
Location: Arizona
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Re: Missile Spells
I tihnk there is a difference in point of view on Missile spells based on your use of TFT.
If you use it for skirmish and arena fighting, then opening a fight with 10d of fireball of Lightning is super powerful in a one on one fight. If you are running a campaign game where opening with a 10d fireball will only kill one of the 7 Orcs and all the others will now see you are the biggest threat AND you might be pretty much done for the rest of that combat. As a campaign GM I don't have a problem with missile spells because none of the 'enemy' races in my games are one trick ponies, so you usually have a combined arms conflict.
__________________
So you've got the tiger by the tail. Now what? |
06-24-2018, 02:55 PM | #28 |
President and EIC
Join Date: Jul 2004
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Re: Missile Spells
Listening to the playtest here but trying to keep it easy - I see some good house rules that I would not try to write up.
Here are my notes now: Missile spells – cap at 3 ST input, but increase each spell by 1 hit, so Magic Fist becomes 1d-1, Fireball 1, Lightning 1d+1. MF does a minimum damage equal to ST put into it; it never fails completely. A concern here might be that with missile spells boosted and staves available, a wizard might be tempted to turn into plain old artillery. OTOH, if that is how somebody wants to play, more power to them. I would usually keep Trip in my own repertoire, for instance. Do we NEED Wiz Wrath at that point, or is it overpowered? An interesting idea that I do not think I will follow up is: MF bypasses armor. If we did that, a 3-die MF might do as much as 15 direct hits. It sure would discourage the turtles, though. |
06-24-2018, 03:27 PM | #29 | |
Banned
Join Date: Mar 2018
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Re: Missile Spells
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If only looking at it's use against typical fighters, yes, all the missile spells can be abused to turn a wizard into a cannon - and some folks like that sort of game - however, when facing say some gargantuan beastie, an 8+8 w.w. spell may be the only hope the adventure party has to save themselves, and, the world-at-large. Frankly, I am of the personal opinion that the missile spells are fine the way they are; and, it is up to the creativity and ingenuity of a GM to create scenarios which ultimately punishes players who meet each combat encounter by calling out: "Bring forth the Spell Canon!!!"; and thereby make players think twice about the consequences of such wholesale problem-solving tactics. So, to reiterate one of my less-popular mantras: "Rather than tweak the performance of the rules to limit player-agency, perhaps we should focus more on how to tweak the performance of the average GM; if desired." After all, unbridled actions, free of consequence, rewards and encourages further unbridled actions; and if that is game some folks want, so be it; but the option to run a disciplined game of consequence of actions, or, to run amok with mayhem, should be left up to each group to decide for themselves - rather than being dictated by creating artificial governors within the rules. JK |
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06-24-2018, 04:18 PM | #30 |
Join Date: Aug 2004
Location: Carrboro, NC
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Re: Missile Spells
I'd say something was "overpowered" only if it eclipsed other options in the game to the point that they were never chosen.
If the WW IQ requirement is high enough to distinguish it from lightning, it won't be overpowered for me. I'd see it as an incentive to raise my IQ. |
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