02-24-2018, 09:38 AM | #571 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: A Wizard's staff with Quarterstaff talent.
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My version of TFT is clearly oriented towards long term campaigns, and not arena combat. That said, no I've not lowered the DX penalties of armor. But I have allowed the Advantages of Great ST to apply to all sorts of armor, and start the earliest bonuses for Great ST at ST 14. So if the figure was quite strong, his armor penalty might well be one less. Warm regards, Rick |
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02-24-2018, 10:06 AM | #572 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Thoughts on Cantrips
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As I wrote before, I'm likely not going to include cantrips, but if I WAS going to add them, I would want them to be more than 0 fST underpowered spells. How could cantrips be used to significantly increase the variety of a TFT campaign? How could cantrips increase the drama of a campaign? Some (perhaps mutually exclusive) thoughts... -- A game where there are 12 cantrips, one for each sign of the zodiac. Everyone of that star sign gets their cantrip, hero or wizard. -- Cantrip break the spell casting rules some how. Say that they are magic that you cast ahead of time which hangs around until they are triggered. -- In GURPS Discworld (2nd Edition) they do not use the GURPS magic system but some base spells which are modified to fit the current situation. (Oversimplifying here.) Cantrips could be simple magic 'verbs' which are combined in various ways. The spells are not highly optimized, but they are cheap and flexible. -- All cantrips are low powered blessings or curses, which would make a rare magical effect in TFT common. The trick would be to have an interesting variety of these, and fun ways of modifying or turning them off. -- Make sprits more common and more powerful. All cantrips bribe, intimidate, question or banish spirits in some way. -- Make one or more cantrips for each major type of character (e.g. thief, ranger, fighter, cleric, etc.) You must have the proper talent before you can learn the cantrip (so cantrips are talent based). If you cast a cantrip then the talent becomes magical in some way. (So a climbing cantrip would allow a thief to climb a wall of glass for a short time.) ... and out of ideas. But TFT already has cheap, low powered spells. Rather than making a few spells even more so (and would they be worth a mIQ slot?), tweak them some way to allow TFT to do something it can't do now. Or at least can't do well. Warm regards, Rick. |
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02-24-2018, 11:33 AM | #573 | |
Join Date: Nov 2010
Location: Arizona
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Re: Forgetting Talents --> Very gamey.
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Perhaps you mean "after I generate my 32 point character?" Of note, I was only throwing out a round figure number to illustrate how the process would work, not suggesting that it would BE the number... So, I think I owe you an apology for not once again clarifying that this is a proposal, not a hard and fast rule already worked out. Last edited by JLV; 02-24-2018 at 12:27 PM. |
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02-24-2018, 11:36 AM | #574 |
Join Date: Nov 2010
Location: Arizona
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Re: Does Berserking cause you damage?
Well, if you've actually seen it happen, it's a problem, and clearly needs to be straightened out. My comment was directed at the actual wording of the rule, as taken with the wording of all the other rules. To ME it seems quite clear what the intent was, but if others are having difficulty, then it should definitely be clarified in the new edition.
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02-24-2018, 11:38 AM | #575 | |
Join Date: Nov 2010
Location: Arizona
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Re: I have suggested that the mIQ cost of talents be halved.
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02-24-2018, 11:42 AM | #576 | |
Join Date: Nov 2010
Location: Arizona
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Re: Cost of buying talents.
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02-24-2018, 11:50 AM | #577 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Price of buying talents with experience
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At 1,600 experience for Running, most people would opt to get several attributes. Rick |
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02-24-2018, 11:56 AM | #578 | ||||
Join Date: Nov 2010
Location: Arizona
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Re: My Superscript system is not being proposed.
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02-24-2018, 11:58 AM | #579 |
Join Date: Nov 2010
Location: Arizona
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Re: Price of buying talents with experience
My question was written before I saw your link to your rules. I have yet to read them, so please bear with me until I can figure out what the example really was. Then maybe I can offer some meaningful comment...
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02-24-2018, 12:19 PM | #580 | |||
Join Date: Nov 2010
Location: Arizona
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Re: Price of buying talents with experience
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Under the existing rules, that same talent would cost a Wizard 240 points (which means he'll generally delay taking it until it becomes cost effective to do so) and a spell which would cost a Wizard 120 XP to learn would cost a non-Wizard 360 XP to learn (which means he'll generally delay taking it until it's cost effective for HIM). Note that while generally players will follow the logic of the XP costs, there is no rule that requires them to do so, so if they want to save up enough XP for that new talent or spell, even though that might not be the best possible use of their XPs in game theory, they can certainly do so. The bottom line is that if we can just establish a relatively reasonable cost for talents/spells in terms of XP, we can completely do away with the slots limitation while still ensuring that it takes a while to gain new skills/spells. That's all I'm trying to do here, with the added goal of eliminating an annoying restriction that virtually drives players towards Einstein the Barbarian. (Note: I've said it before, but it probably bears repeating here: IQ levels would still govern WHAT spells/talents a character can learn, but would no longer serve as a restriction on HOW MANY they can learn. That is, if you have an IQ of 9, you can learn any spell/talent of IQ 9 or below, but you are no longer restricted to having only 9 "slots" in which you can put something. However, if you want to learn an IQ 10 spell or talent, you'll need to increase your IQ attribute to 10 before you can.) Note that a positive side-effect of the proposal is to drastically slow attribute bloat in general, since players now not only can, but practically must spend XP points on something besides new attributes if they want to be effective in the game. Last edited by JLV; 02-24-2018 at 12:23 PM. |
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Tags |
in the labyrinth, melee, roleplaying, the fantasy trip, wizard |
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