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Old 10-12-2018, 03:34 PM   #1
TippetsTX
 
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Default Boosting spells with extra ST

I always wondered why only the missile spells were scalable by putting more ST into them. Seems like other spells could benefit from this same mechanic. For example, what if instead of having to learn multiple illusion spells, the wizard would simply adding another point of ST to increase the hex size of the illusion?

Has anyone else implemented a similar house rule?
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Old 10-12-2018, 03:50 PM   #2
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Default Re: Boosting spells with extra ST

It's a sensible alternative to the system of 1, 3 and 7 hex versions of the various creation spells. I did this for a house ruled version of TFT for years, though I can't say that I found it particularly important in the big picture of things.
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Old 10-12-2018, 03:56 PM   #3
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Default Re: Boosting spells with extra ST

Well, the primary benefit would be in freeing up more IQ (or XP) for the wizard to select additional spells or talents.
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Old 10-12-2018, 03:59 PM   #4
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Default Re: Boosting spells with extra ST

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Originally Posted by TippetsTX View Post
I always wondered why only the missile spells were scalable by putting more ST into them. Seems like other spells could benefit from this same mechanic. For example, what if instead of having to learn multiple illusion spells, the wizard would simply adding another point of ST to increase the hex size of the illusion?

Has anyone else implemented a similar house rule?
1-hex Illusion costs 2ST. 4-hex Illusion costs 2ST. If you extend 1-hex Illusion as you suggest, a 4-hex illusion would cost 4ST.
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Old 10-12-2018, 03:59 PM   #5
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Default Re: Boosting spells with extra ST

Reverse that and let anybody who starts with the big version cast the smaller version as they choose.
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Old 10-12-2018, 04:01 PM   #6
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Default Re: Boosting spells with extra ST

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Originally Posted by TippetsTX View Post
Well, the primary benefit would be in freeing up more IQ (or XP) for the wizard to select additional spells or talents.
Strange. In other threads you have suggested that the XP system allows characters to have too many spells/talents.
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Old 10-12-2018, 04:44 PM   #7
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Default Re: Boosting spells with extra ST

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Strange. In other threads you have suggested that the XP system allows characters to have too many spells/talents.
That's why I put XP in parentheses. I still prefer the dependency on IQ.

TBH, this particular variant rule probably makes more sense in the context of the 'classic' rules anyway. ;)
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Old 10-12-2018, 05:08 PM   #8
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Default Re: Boosting spells with extra ST

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Originally Posted by TippetsTX View Post
That's why I put XP in parentheses. I still prefer the dependency on IQ.

TBH, this particular variant rule probably makes more sense in the context of the 'classic' rules anyway. ;)
Oh but I thought the 'classic' rules were perfect? LOL
Why would you need to free-up more IQ for spells or talents under such a perfect system? LOL
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Old 10-12-2018, 05:59 PM   #9
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Default Re: Boosting spells with extra ST

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Originally Posted by platimus View Post
1-hex Illusion costs 2ST. 4-hex Illusion costs 2ST. If you extend 1-hex Illusion as you suggest, a 4-hex illusion would cost 4ST.
Well, I didn’t say I had it figured out yet. Just the broad strokes right now, although getting extra ST from alternate source has never been a major roadblock (less so now w/ the manastaff).
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Old 10-12-2018, 06:01 PM   #10
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Default Re: Boosting spells with extra ST

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Oh but I thought the 'classic' rules were perfect? LOL
Why would you need to free-up more IQ for spells or talents under such a perfect system? LOL
Never said 'perfect' my friend, only 'preferred'. And I know I could use more IQ sometimes.
;)

Last edited by TippetsTX; 10-12-2018 at 08:22 PM.
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