03-23-2020, 02:02 PM | #21 |
Join Date: Mar 2018
|
Re: Balancing Hero & Wizard Through the Experience System
|
03-23-2020, 08:28 PM | #22 | |
Join Date: Jan 2018
Location: Sydney, Australia
|
Re: Balancing Hero & Wizard Through the Experience System
Quote:
Still, I think the idea that the relative balance favours wizards at higher levels and fighters at lower ones is mostly valid. |
|
03-23-2020, 08:53 PM | #23 | |
Join Date: Jun 2019
|
Re: Balancing Hero & Wizard Through the Experience System
Quote:
__________________
"I'm not arguing. I'm just explaining why I'm right." |
|
03-24-2020, 12:19 AM | #24 | ||
Join Date: Jun 2019
|
Re: Balancing Hero & Wizard Through the Experience System
Quote:
Quote:
Play the game long enough and something is sure to feel "unfair". House rules are a juggling act of correcting what one person subjectively thinks is unfair while trying not to upset the cart, introducing what someone else would call unfair. Revisions by the designer in the official rules face the same dilemma. The Legacy edition of ITL headed in what I think is the right direction for most of the things we talk about. The 3d cap on missile spell damage reigns in high level wizards, while expertise talents enhance higher level fighters (but also low level fighters in some cases!). But then the Mana Staff is an advantage to more experienced wizards so in the end that may all just be a wash. And the low level or starting wizards are just as anemic as ever. It all comes back to how much emphasis on combat the GM builds into their campaigns, and at what experience level the characters are when combat is emphasized. If you're going to have a lot of skirmishes and short intervals between fights, you might seriously consider house rules to make wizards less vulnerable or at least more useful.
__________________
"I'm not arguing. I'm just explaining why I'm right." |
||
03-24-2020, 02:37 AM | #25 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
|
Re: Balancing Hero & Wizard Through the Experience System
I used to play a Wizard a lot back in the day. I alsways felt that TFT Wizards were very flexible but weak in power because of the ST constraint. I had rules that allowed Wizards to store ST in staffs, rings etc, but I'm thinking of something simpler for Legacy:
Wizards have a reservoir of ST for spellcasting based on their ST Attribute but completely independent from other ST functions like wounds or fatigue. So a ST10 Wizard can cast 10 points of spells before their magic power is depleted. But their ST is unaffected for any other purposes. This "Magical Strength" is regained as Fatigue. This will mean Wizards don't actually have more magical power than currently, they will just be a bit more willing to use it. |
03-24-2020, 05:27 AM | #26 |
Join Date: Aug 2004
Location: Pacheco, California
|
Re: Balancing Hero & Wizard Through the Experience System
There are things that talents can accomplish that are difficult or impossible to do with spells.
The best character types to apply these talents are wizards. Combine weapon mastery super-defend options with free action staff blasts or apply IQ 17 to Charisma or Alertness.
__________________
-HJC Last edited by hcobb; 03-24-2020 at 05:43 AM. |
03-24-2020, 09:21 AM | #27 |
Join Date: Dec 2017
|
Re: Balancing Hero & Wizard Through the Experience System
TFT is full of things that are 'unfair': Petards and arquebus shots and exploding gems and sleep spells and lassos and dagger marksmanship and charging lances and on and on and on. Your job is to try to do one of those things to the other guy before he does one to you.
|
03-24-2020, 10:48 AM | #28 | |
Join Date: May 2015
|
Re: Balancing Hero & Wizard Through the Experience System
Quote:
1) They're a waste of wizard abilities just to get another fighter. 2) Your wizard could be much better used doing other things than playing with knives. 3) Wizards who go up where they can use knives on foes, tend to get killed. |
|
03-24-2020, 10:57 AM | #29 |
Join Date: May 2015
|
Re: Balancing Hero & Wizard Through the Experience System
It's certainly true that wizards, especially before they have powerstones, apprentices who can Aid them, and/or now, in Legacy, staff mana, need to carefully consider when to cast what spells to conserve ST, and that they should be very careful not to get attacked, etc.
However that is one of the main things that keeps them somewhat balanced. Especially if in order to gain a lot of experience, they need to actually participate in combat. (That aspect may be reduced by GMs who give out a bunch of XP for non-dangerous play.) I think the danger and balance curve is also very different for very clever, cautious, creative and/or experienced wizard players, compared to other players, especially those who have some idea they should be able to use a bunch of magic and not have their fatigue run out or be vulnerable. And another play style that can make a huge difference, involves the wizard's comrades and how well they work together to support each other. For example, if the wizard has enough fighter comrades and they can handle many foes themselves, and they don't let the wizard get attacked, then the wizard can provide magic to do things the fighters can't do, or tip the scales when needed, and then the wizard can be much more valuable than another fighter, and have good chances of survival. |
03-24-2020, 11:08 AM | #30 | |
Join Date: Oct 2015
Location: New England
|
Re: Balancing Hero & Wizard Through the Experience System
Quote:
|
|
Thread Tools | |
Display Modes | |
|
|