09-26-2018, 10:38 AM | #1 |
Join Date: Dec 2017
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Impressions of ITL
Many of us are focused on the copy editing before the deadline for revisions passes, but I thought it could be fun to start a parallel thread of more general discussion about the draft of ITL, which I consider to be the heart of the new project. Some of my initial impressions:
- There are lots of small but great 'grace notes' of new material - creatures, items, spells. I suspect this will only grow when the Companion is presented. These things really flesh out the setting, particularly the distinctive things not seen in other games (e.g., the various plants, bugs and slimes). - I appreciate the new experience rules. Anyone who commits to the suggested advancement scale will have a campaign experience very different from the original edition, with characters saturating their stats relatively early in their growth and then focusing on talents and spells, and then just focusing on playing well. I'm not sure how committed the authors are to this idea, based on the large number of NPCs with high stats in the draft adventures, but I think if you treat those as anomalies rather than the real norm the campaign game will be much more interesting. - The artwork is really fun (and will obviously only get better as they fill in all the holes in the layout) - I've already got a million ideas for things I'd like to revise and distribute from my longstanding house rules. BUT, I am going to hold myself to a rigid rule, at least for a while, of working strictly within RAW when it comes to core rules. I.e., working up fun spells, critters, items, etc. and perhaps a few 'play aids' that flesh out how to approach travel or campaign play within the context of the RAW. The alternative (pitching significant house rulings) will just fragment the community and result in a bunch of material that almost no one finds useful. |
09-26-2018, 11:34 AM | #2 |
Join Date: Aug 2018
Location: Aerlith
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Re: Impressions of ITL
The main thing that as struck me so far in reading ITL afresh is just how individualistic a system it is. The base mechanics of it remained familiar, but it is all the little touches that had faded over time that now strike me again with how much character it has as a system. I think it stands up rather well in that light, and certainly retains more core playability than say original AD&D or Classic Traveller. Most of the tweaks are towards the positive side, too, with a few exceptions (*cough* new staff rules).
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09-26-2018, 11:46 AM | #3 |
Join Date: Dec 2017
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Re: Impressions of ITL
Agreed. The best thing SJ did with this project was to preserve the heart of the system, while putting in some new material that makes it feel 'freshened up' yet still the same. It really is a unique feeling game, even (strangely) when placed next to GURPS, which shares many of the basic stats and mechanics.
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09-26-2018, 01:22 PM | #4 | ||
Join Date: Aug 2018
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Re: Impressions of ITL
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There is widespread consensus that the wizard's staff stuff is goofy and I can't imagine it surviving in many campaigns unaltered. The Explosive Gems spell didn't get sufficiently explained/nerfed. I could go on, but that's what the House Rules sub-forum is for. Seriously, it's not like SJG is down on the concept. The publisher of the game actually sponsors a sub-forum titled "TFT: House Rules". Clearly the original author and current publisher of the game don't see this as fragmenting the community. |
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09-26-2018, 09:37 PM | #5 |
Join Date: Dec 2017
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Re: Impressions of ITL
As I do a detailed read through of the spells in ITL, I have developed an irresistable urge to write up a wizard who only knows weird, obscure spells (Ferment, Scour, Erase Writing, etc.). I assure you I would find ways to use them on an adventure. I'm not saying it would be great, but something would happen.
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09-26-2018, 09:40 PM | #6 |
Join Date: Dec 2017
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Re: Impressions of ITL
Perhaps I haven't gotten to the relevant passage, but I'm confused about exactly how it works when you learn a spell that is an upgraded version of a lower IQ spell. If you acquire it on character creation is it assumed you have all the powers of the lower IQ version? If you gain it later, do you pay the normal experience point cost, as you would any other spell?
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09-27-2018, 09:13 AM | #7 | |
Join Date: Apr 2018
Location: Idaho Falls
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Re: Impressions of ITL
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Living in a remote tower - the wizard is summoned for help, but has grown old and is mostly incapacitated, so this "housekeeper" answers the call determined to do their very best |
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09-28-2018, 12:53 AM | #8 | |
Join Date: May 2015
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Re: Impressions of ITL
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I also hope Steve meant to use his most recent forum post about the XP costs for attributes, which were: 100 300 700 1500 2700 4300 6300 9300 Instead the ones in ITL currently show: 100 100 200 400 800 1600 3200 6400 12800 25600 Which looks unfortunately shallow to me, especially in the mid-range, and then doubles into oblivion past 40, quickly becoming ridiculous. Mainly I think points 35-37 would be steeper, as I think my "sweet spot" I'd like to linger at longer rather than breeze through is 34-37. I think it might be a mistake, because the talent/spell costs are still at 500 points per talent/spell/IQ point, which seems awfully steep compared to the cost of increasing the first few attributes. i.e. it it only at 37 attribute total before gaining an attribute costs more than adding even one talent/IQ point. Last edited by Skarg; 09-28-2018 at 01:25 AM. |
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09-28-2018, 08:28 AM | #9 |
Join Date: Dec 2017
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Re: Impressions of ITL
I'm good with the new experience progression, as it encourages that first few points of stat advancement and then turns your attention to talents, spells and limited wishes (and, perhaps, cash!). I suspect one consequence of this is that there will be a lot more experienced PC's who are heroes that know a half dozen spells (i.e., Grey Mouser types). They will have the reserves of XP to do it, and once you've bought all the talents you can really use given your IQ, why not?
Something I'm not stoked about is the way NPCs in the modules get a free pass from the new XP system. Given that wishes won't raise a stat above 14 and cost of stat advances once your total is in the mid 40's is literally in the hundreds of thousands to millions, those characters simply should not exist. They are there because of GM fiat. In a system where the 'on ramp' games (Melee/Wizard) are about competition and the whole thing is engineered around balance, it feels like a trick to stock the world with adversaries who are playing by different rules. |
09-28-2018, 10:14 AM | #10 | |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Impressions of ITL
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What if you (or someone) were to work out the experience point totals for the original versions of those characters, and rewrite them to fit the new XP rules, and submit them to SJ in email?
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Chris Goodwin I've started a subreddit for discussion of INWO and Illuminati. Check it out! |
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