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Old 06-14-2018, 07:54 AM   #11
tbeard1999
 
Join Date: May 2013
Location: Tyler, Texas
Default Re: Talent (or advantage) needed for spell casting.

Quote:
Originally Posted by Rick_Smith View Post
Hi everyone, Larsdangly.
I agree, and have seen your posts on the subject before.

I'm not sure if you want it to be a talent or an advantage. There might be a lesser version of the talent that allows spells to be learned but at a higher experience cost.

The thing I like most about your idea is that the COST of the talent can help distinguish one campaign from another. If the cost is trivial, then everyone has some talents and spells. If the cost is medium, most people are one way or another but a few people have a couple spells. And if the cost is high, then if you take a wizard, you go into spells in a big way, and everyone else leaves the spell casting to those specialists.

Changing one number will greatly change the style of the campaign.

Warm regards, Rick.

EDIT: I didn't comment much on your idea before because I was happy with how old TFT worked. Your idea was self evidently good, but nothing jumped out as worth of comment. But I think that it is a much more useful idea under the new TFT rules.

What were the costs you picked to allow someone to use magic? What are the details of your rules?

Rick
I played with the idea of having Magic Talent. It cost (I think) 5 IQ points and it reduced the cost of spells to 1/2 IQ point each. Without the Magic talent, spells cost 3 points.

Anyhow, it more or less replicated the hero/wizard distinction.

Then I asked myself - “what’s the point of changing a very simple and straightforward rule?” I decided that there was no point other than to show that I could needlessly complicate a simple rule. So I discarded it.

A lot of TFT modifications (including many of mine) fall into that category, IMHO.

Last edited by tbeard1999; 06-14-2018 at 07:59 AM.
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