Re: Summoning undead
Quote:
Originally Posted by ecz
(Post 2155836)
I'm also to keep separate each summon spell.
More spells are fine and add variety, but I do not see the reason to make them generic and/or flexible to reduce the IQ needed to learn them all.
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That's not really what I said. If I went the way some other folks have, I'd say it was a wilful misinterpretation of what I said, but I assume that's not the case here and you just didn't get what I was about.
Quote:
Originally Posted by ecz
(Post 2155836)
The way I see wizards in TFT, even the most powerful, is compatible with t a low number of spells available in their grimories. The great wizards (at least the way I see them) have IQ 20-22, DX 15-16 a few magic items and/or a small team of assistants with aid spell for ST.
the idea super heroes/wizards in TFT must have everything available in the rules (hence the need for IQ 40+) is something I have never found in the rules and never experienced at my table .
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Again, you seem to be attributing an opinion to me which I never expressed or even thought.
Quote:
Originally Posted by ecz
(Post 2155836)
My players never gained too many points and, if memory serves, the best hero reached 44 or 45 points in total during my CGs. Also I do not know how long they should have played and survived to gain that level of experience (1000 ex pts per attribute point) !
But I understand other groups may have different approaches and styles.
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Indeed they may. I, for example, followed the guidelines on XP awards in ITL very religiously -- which meant my players got XP for a lot of different things, precisely as outlined in ITL on page 10. There are five different categories for which players may be rewarded with XP, all of which I used. The result is that my players didn't solely gain experience for killing things (which also creates a murder hobo game by definition), but instead got them for lots of things, including clever play, luck, time spent in play, combat, and casting spells, all just as described in the rules.
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