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#21 |
Join Date: Jun 2008
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Wizards have huge advantages of their own, especially once they have mana in their staff. I don't see an issue with their expensive talents personally.
They are fragile and not all that useful at first, but a wizard with Staff III and some experience put to use as Mana adds a lot to the character's combat abilities. So much that the spells he bought for combat as a starting character get used a lot less. Even though the range is limited, a +3 DX attack that ignores armor is very useful, so long as you have enough meat to block attacks on the wizard himself. |
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#22 | |
Join Date: Oct 2020
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I also hamper the staff; A staff most actually be a wooden cane or staff Mana is based on ST Staff II only makes it harder to drop or break a staff not impossible Natural armour still works against staff III There is no staff IV or V |
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#23 | ||
Join Date: Jun 2019
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And remembering a list of talents that have two different costs depending on which characters want them is just a royal pain. Much, much easier to halve the number of available talent points for wizards (by tying up half of them in a 5 point or so Wizardry Talent) and then forget the doubling costs and their exceptions for all the rest of the talents. A good point there about Staff Mana too. I've always considered it a good idea in principle, and starting wizards are so anemic, but selling Mana for XP at a flat rate potentially alters the wizard/hero balance of original TFT. Besides that feels super-gamey to me. Better, in my opinion, to tie Staff Mana to an attribute, something for which the cost rises as the attribute total grows, and just toss out all those other Staff spells.
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"I'm not arguing. I'm just explaining why I'm right." |
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#24 | |
Join Date: Oct 2020
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For my own game I am not sure how I feel about having two memory-pools so I'd probably go with IQ 4, but I'd bump it up if the players prefer two memory-pools. |
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#25 | |
Join Date: Jun 2019
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I've never played without a separate memory pool for spells, so I can safely say it's been play-tested to death and works just fine :) When ITL and Advanced Wizard first came out, me and my friends had already developed an extensive world, were running multiple campaigns at once under 3 GMs, and had dozens of PCs and NPCs all based on the original Melee and Wizard rules we'd been using since '77 and '78. So we had all these wizards that ITL said would have to forget a bunch of spells they'd already used in play, or go without talents, and we just said no, we're keeping our wizards the way they were, with 1 spell for every point of IQ, and let talents be an entirely separate thing. As a compromise with the "new" RAW, we did limit wizards to half as many talents as other figures (via the Wizardry Talent rather than price doubling), but that's as far as we were willing to bend. So that's just what we did and how we played the game until that group retired 2 decades later! It's funny that the original problem, that of transitioning a wizard from the Wizard rules to the ITL rules, is back now with the Legacy set. I gave pocketboxes of Melee/Wizard to several friends just over a year ago to try and get them interested, but the pandemic has prevented us from ever getting together. Of course the Wizard rules still say 1 spell per IQ. I can see them all getting used to that, then we sit down with ITL to play and everyone goes "Hey wait! It says here my wizard will have to drop half his spells just to take a couple talents! What gives???" Maybe someone should write a Hexagram article about breaking that news to new players :)
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"I'm not arguing. I'm just explaining why I'm right." Last edited by Steve Plambeck; 04-09-2021 at 02:50 AM. |
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