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Old 05-02-2019, 09:28 AM   #1
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Best use for four IQ points?

As you are all aware, TFT "saving throws", "attack rolls" and "ability checks" (terms taken from some obscure game) are all made by comparing the sum of rolled d6s against one of three main character attributes, with the number of dice set by the character's talents and in some rare cases class. There are also cases where a character is only allowed to make the roll (regardless of attribute level) if they have the proper talent or class.

Given that character creation consists of first choosing the character's race and class then freely dividing points among the three attributes (within limits given by that race), and that character advancement is exponentially limited by the sum of the character's attributes (rather than the value of any given attribute) there are two general paths for a TFT character and it is difficult or impossible to switch between these later on.

A character can start with all three attributes at average levels and then use talents (or spells) to reduce the difficulty of tasks covered by those abilities down to a number of dice that these average attributes can hope to match.

Or a character can be designed with a dump stat (possibly at sub-human levels through race selection) so that another stat can start at and advance further into superhuman levels. The boosted stat must then compensate for the vulnerability of the dump stat.

For example a character with boosted ST might take the Toughness talent in order to deal with the hits taken because they lacked the DX to avoid an attack or the IQ to spot the attack coming. Or a character with higher DX might take Weapons Expertise in order to reduce the number of hits to be scored against a low ST value. The common factor in both of these cases would of course lie in having a high enough IQ score to select these talents and have spare IQ points to pay for the cost of these talents.

Taking IQ as the boosted stat has the virtues of spotting enemies and traps, resisting spells, selecting from a wider variety of talents and spells, and paying for more IQ points of talents and spells.

Thus a typical starting wizard of ST 6 DX 9 and IQ 17 can spare four IQ points for talents (given the double cost of talents for wizards) as easily as an IQ 8 fighter could spare two IQ points for that same talent, from a wider selection of talents and with a much greater chance of making IQ rolls using that talent.

So which two point talent (doubled to four for wizard) should the goblin sorceress take?

Acute Hearing? Nice in the dark, but she can just use Dark Vision or some other spell.

Alertness? Turns impossible six dice hidden traps into even chances and spots everything else in the dungeon almost all of the time.

Animal Handler? Just surround herself with infinite bears, wolves, deer, etc as meat shields.

Charisma? As per Animal Handler, but for two-legged critters.

Detect Traps? At IQ 17 Alertness seems like the better buy.

Recognize Value or Streetwise? Again IQ 17 will plow through untalented rolls.

Naturalist? Doesn't seem to offer any advantage over Alertness.

Detect Lies? Only works if you invest in the languages also.

Physicker? Party medic needs more than six hit points herself.

Tactics? 50% success rate. Must be party leader for full effect.

Unarmed Combat II? She really shouldn't get that close.

Woodsman (on top of Naturalist)? IQ 17 does fine for untalented rolls.

Alchemy? Instantly ID all alchemist potions, otherwise not much use in a dungeon.
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Old 05-02-2019, 09:52 AM   #2
FireHorse
 
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Join Date: Feb 2008
Location: Dayton, Ohio
Default Re: Best use for four IQ points?

With only 6 ST, she's only one good whack away from being dead already. So I'd go with the Alertness, because it's the most likely to help her avoid ever taking damage in the first place.
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