02-23-2018, 01:59 AM | #541 | |||||||
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Forgetting Talents --> Very gamey.
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Something you haven't said (or I missed) is whether the cost of talents would go up as the character gets more experienced, the way the cost of attributes does. Quote:
In RAW TFT he gets another 6 points of talents free. He might well burn most of those on combat talents: Running, Knife, Crossbow, save up for buying Warrior when his ST is high enough. But there's at least a chance he'll pick up some odd talent like Dwarvish, and this makes a small contribution to character variety and texture. But in a system where talents are purchased separately, and he's got a choice between (A) picking up the less essential talents and (B) an extra point or two of DX, he might be very tempted to think that DX is going to make him hit his charge attack and missing is what will get him killed - I think anyone who's played a halberdier can sympathise with that feeling - and buy the DX. The result is a purpose-built killer that's arguably less interesting than the RAW one. In Rick's system this doesn't happen because people get the free talents and mIQ is only for extras. It's not a huge deal breaker, but it's something to think about. Quote:
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02-23-2018, 02:18 AM | #542 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Magic Backlash and Industrial Magic
Rick, I think you've mixed together two very different concepts (abuse of a spell, and spells used for routine economic and lifestyle purposes). The second is what I would call industrial magic.
I have absolutely nothing against there being industrial magic. Some stories will need it. But I agree it would be handy to have guidelines for places where magic is less reliable. I've sometimes thought every setting needs three kinds of magic:
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02-23-2018, 04:10 AM | #544 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Generalists are between Heroes and Wizards.
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OK, Generalists have to pay 1.25 times as much for talents as well as spells I missed that from your post before. Re: changing fST costs.. no, no. When you said increasing the cost for spells, that is what I thought you were saying, but your idea is very simple. Generalists pay an intermediate memory cost for both spells and talents. It makes perfect sense. I do not think that paying 1.25% for both spells and talents is too high a penalty. The ability to use both is COOL. (A thief with Lock/Knock and Flying spell for example.) Warm regards, Rick. |
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02-23-2018, 04:21 AM | #545 |
Join Date: Apr 2014
Location: Coquitlam B.C.
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A Wizard's staff with Quarterstaff talent.
Hi all,
On the Brainiac TFT forums there was some debate about if a wizard with the Quarterstaff talent and the Staff spell was too powerful. Let's say Bonkem is a wizard with: ST 11, DX 13, IQ 8 - Quarterstaff (2), Staff Spell (1) ... (mIQ cost in parenthesis). This figure is doing 2d+2 damage for spending 3 memory. This is awesome compared to other starting figures. The combination does not require any fatigue ST to be spent in combat so he has ~9 fST and 5 memory worth of spells as a bonus. Things get even worse when Bonkem gets Staff of Power. I tried a lot of things to fix this and I eventually decided that this combo (plus most other spells that add to damage of other weapons) do damage separately. So the 1d+2 from the quarterstaff is done (with armor protecting) and then the staff spell shocks the victim for 1 die of damage (with armor protecting). Effectively armor is doubled verses this combo. So the combo is very effective vs. figures with no armor, but it gets much less useful against people with heavier armor. This works well. The bonus comes up often enough that it is worth taking Quarterstaff talent, but most of the time it is not overwhelmingly powerful. I've used it for many years in my campaign and it works well. Warm regards, Rick. |
02-23-2018, 04:40 AM | #546 | ||
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Magic Backlash and Industrial Magic
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Actually, I am talking about both. In the real world machines have friction, they wear out. They go wrong. TFT magic (and magic items) typically work perfectly with no moving parts. On top of this, magic is very cheap, so people would like to replace normal tech with magic as often as possible. For example, let us say you have a guard who's job is to walk around the central square of a town at night. (The most valuable buildings are in that area.) If there is a central lantern they have to buy lamp oil (every single night), trim and replace the wicks, clean the glass. Even if lamp oil is 1/10 of the price of molotov oil, in under a year, that lamp could be replaced with a lamp pole with a Light Enchantment cast on the pole top, in lamp oil savings alone. It is possible to make a fantasy world where magic is everywhere and it is taken for granted. But I would prefer settings where magic is rarer and more mysterious. This is one of the reasons why I've reduced the prices of non-metal, non-magic items by ten times. If that lamp oil is 1/10 the price, it is harder to justify replacing a lamp with a magic enchantment. Quote:
Having a section in the GM book that talks about the mysterious magics and artifacts left over from the Ancients / Mnorren / Fey would be cool! Warm regards, Rick. Last edited by Rick_Smith; 02-23-2018 at 05:00 AM. |
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02-23-2018, 07:21 AM | #547 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Generalists are between Heroes and Wizards.
To get a feel for how large the price tag should be for a generalist, draw a graph where x runs from 0 to 1 and is the fraction of resources devoted to spells (with 1-x devoted to talents). So Hero runs from (0,1) to (1,1/3), or less if we take the -4 DX into account. Wizard runs from (0,1/2) to (1,1) The generalist line has to be higher in the middle than hero or wizard, but lower than hero for small x and lower than wizard for large x. To achieve that a horizontal line at y=4/5 (25% premium) is really as low as you want to go, and you could make a case for higher. Especially considering the rounding effects. On the other hand I guess it's better if generalists are a little too weak, rather than a little too strong.
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02-23-2018, 08:52 AM | #548 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Generalists are between Heroes and Wizards.
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Interesting analysis! Another point - like astronomers searching for orbital resonances between orbits of bodies in the ratios of small integers, you want to make it easy to calculate the memory costs. Let us say that due to your theoretical calculations you decide that the ideal price for a generalist is spending x1.29 mIQ for both talents and spells. Better to make the price x 1.25 and punish Generalists in some other way (say they are at -2 DX casting spells) and keep the easier to use 'plus a quarter' mIQ. Consider this idea: your Generalists spend x1 mIQ for spells and talents. Simple! But they are at -2 DX casting spells and spend +2 fST for all spells. Not only is calculating the memory cost trivial, but it means that generalists are less likely to learn, low powered, subtle magics. They prefer higher powered, heavy handed type of spells. I find in TFT some spells are far more likely to be taken by wizards than others. The +2 fST cost, will cause a large class of wizards to take a different blend that adds variety to the game. Warm regards, Rick. Last edited by Rick_Smith; 02-23-2018 at 08:59 AM. |
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02-23-2018, 10:23 AM | #549 | |
Join Date: Nov 2010
Location: Arizona
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Re: Magic Backlash and Industrial Magic
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02-23-2018, 10:33 AM | #550 | |
Join Date: Nov 2010
Location: Arizona
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Re: Forgetting Talents --> Very gamey.
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Talents cost the same, regardless of the character's experience (does gaining experience in the real world make it harder or easier to learn a new talent?), but the cost should vary based on the current IQ of the talent, (and if you want a multiplier, the number of "slots" it required in the original game system; so a "one-slot" talent would be the base price; a two-slot talent would be the base price times 2, and a three-slot talent would be the base price times 3.) Put another way, the difficulty (XP expense) of learning a talent would be based on the talent, not the character. I get that you guys have used and loved mIQ, fST, etc., for years. But really, Steve is asking for minor tweak ideas to original TFT, not complete re-writes of the rules into something else. Doubling the number of attributes exceeds the task, in my opinion. Frankly, decoupling talents from IQ in regard to "slots" may also do that, but at least it's getting rid of a rule and not adding a bunch. |
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in the labyrinth, melee, roleplaying, the fantasy trip, wizard |
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