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Old 10-30-2020, 05:28 PM   #1
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Long Distance Teleport fix

Here's my current attempt to fix this hot mess.

http://www.hcobb.com/tft/house_rules.html#iq19spells
The caster must touch the subject of Long-Distance Teleport with his own body or staff, which requires a to-hit DX roll before the casting roll against a resisting target. This spell costs the full fatigue on a failed casting roll.
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Old 10-30-2020, 08:27 PM   #2
Axly Suregrip
 
Join Date: Jun 2018
Location: Durham, NC
Default Re: Long Distance Teleport fix

Aw come on man!

You work hard to get your Wizard to IQ 19, then to acquire the Cheap Death Spell (aka Long Distance Teleport), and some wizard's guild flunky comes along and fixes it!

This should be a Thrown Spell. So your guy would actually back up before casting. 5 hex range, no way, back up some more to make sure you don't have to pay the 20 ST. Then from across the room you can hand out death for 1 ST fail castings. You've earned it. You deserve it. Don't let the Wiz Guild take this from you!

or

Henry, yes that is a good fix.
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Old 10-31-2020, 10:00 PM   #3
Kieddicus
 
Join Date: Oct 2020
Default Re: Long Distance Teleport fix

I like the idea of having it be touch range as that fixes the big cheese. But I like stream lining things a bit, so I am not a big fan of having to do the extra roll.

I like to treat it like a creation spell. You can only cast it on someone up to 4 hexes away, and there isn't a DX penalty. I also don't have it kill on a failed cast, just have the GM make up a reasonable consequence (or even have paying for the full spell me the only down side.)
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Old 11-08-2020, 05:13 PM   #4
David Bofinger
 
Join Date: Jan 2018
Location: Sydney, Australia
Default Re: Long Distance Teleport fix

Quote:
Originally Posted by Axly Suregrip View Post
5 hex range
You could get Henry to accept a 5 hex range by getting him all nostalgic about the range of transporters in Star Fleet Battles.
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Old 11-08-2020, 08:45 PM   #5
David Bofinger
 
Join Date: Jan 2018
Location: Sydney, Australia
Default Re: Long Distance Teleport fix

The fundamental problem with the spell is that "if you fail you are dead" is a boring rule, whereas "if you fail something weird happens" is kind of fun.

Some weird things might be:
  • Target is teleported somewhere else
  • Someone other than the target is teleported there.
  • The wizard is teleported there.
  • Some combination of the above, e.g. the wizard is teleported somewhere else.
  • The wizard is teleported somewhere and loses the spell until they are able to return to the place where the spell was cast.
  • etc.
I'd say try to come up with more interesting consequences.

In UNSONG (http://unsongbook.com/, very weird and often very good) there's a spell that transports you from where you are to somewhere similar to where you are. One of the main uses is when you're about to be beaten up by a gang of hostiles, and would prefer to be beaten up by some other gang of hostiles instead.
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Old 11-09-2020, 02:28 AM   #6
Chris Rice
 
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
Default Re: Long Distance Teleport fix

Just make it so that the spell can’t be cast on an unwilling target.
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Old 11-09-2020, 06:56 AM   #7
hcobb
 
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Location: Pacheco, California
Default Re: Long Distance Teleport fix

So just like you can't kill by casting Flight on an enemy?
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Old 11-09-2020, 04:43 PM   #8
Chris Rice
 
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
Default Re: Long Distance Teleport fix

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Originally Posted by hcobb View Post
So just like you can't kill by casting Flight on an enemy?
Of course not. Once you cast fly on a figure, the figure has the power of flight, it doesn’t become a flying object under your control. What would make you think that? It’s not called “flying dummy.”
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Old 11-09-2020, 06:20 PM   #9
phiwum
 
Join Date: Jun 2008
Location: Boston area
Default Re: Long Distance Teleport fix

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Originally Posted by Chris Rice View Post
Of course not. Once you cast fly on a figure, the figure has the power of flight, it doesn’t become a flying object under your control. What would make you think that? It’s not called “flying dummy.”
You could, I suppose, hope the critter realizes it can fly and soars up hundreds of feet to enjoy its newfound capability. And then you turn it off.

This is, I think, the standard method to kill unusually dangerous prootwaddles.
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Old 11-09-2020, 08:02 PM   #10
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Re: Long Distance Teleport fix

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Originally Posted by phiwum View Post
You could, I suppose, hope the critter realizes it can fly and soars up hundreds of feet to enjoy its newfound capability. And then you turn it off.

This is, I think, the standard method to kill unusually dangerous prootwaddles.
ITL 104: "A creature using the Flight spell automatically lands (not a crash landing) at the instant the Flight spell ceases to be powered."

So the easiest way to deorbit is to cast Flight on oneself then turn it off.
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