Mana
I have always played this game that ST is used to provide the strength for magic spells and also regulates damage. If you took yourself to 1 ST by spell casting, you were unconscious (Now it would be 0). If you were injured, and cast spells you could again get to 1 and be unconscious again. You could only die (0) because of fatigue if you were injured while your ST was down from fatigue or if you got hit hard enough to do the job.
Since the development of the staff and the quasi-stat mana, I've been tempted to think about another way of doing things. Going ahead and creating a full blown mana stat and separating spell casting from ST, which would be for damage alone. Except under one circumstance, an emergency, you wouldn't cast spells against your ST. If you did, the ST loss for spell casting would be actual damage that couldn't be healed by any means but bed rest. Don't prepare the boiling oil just yet or start collecting wood for the bonfire. I haven't done this and am not planning on it, just wondering if anyone else has thought about it and if so, what are your thoughts. |
Re: Mana
My big question is what can you cast from and what is only good for recharge?
I've house ruled on the expansive side to enable lone badass wizards to rough up the PCs, but I doubt it's really supported in the text: http://www.hcobb.com/tft/house_rules.html#Magic |
Re: Mana
I may have not been clear before. Mana, for this approach to work, has got to be a natural force. Wizards and others have learned how to tap into and focus that force to cast spells.
I think it would work like this. At the time of character generation, using a human as an example, you create a wizard with ST 8, DX 14, IQ 10. His mana stat could be determined a number of ways. It could be equal to his ST or his IQ or perhaps be the result of (ST+IQ)/2= mana. Using the example wizard above, his mana stat would be (8+10)/2= 9 mana. He could use his mana to cast spells. Mana would recover like fatigue, but resting wouldn't be necessary, only the passage of time. As the wizard gains experience, he would be able to purchase more mana, exactly as he can for his staff. The expended experience points representing the wizards growing expertise with focusing the mana field surrounding him. He would be limited to having only as much mana as he has IQ, or subject to GM determination, you might set the limit at his IQ times two. |
Re: Mana
Quote:
Among other things, it might enable you to do away with the concept of "fatigue" entirely. (Assuming you could come up with something more restrictive in terms of encumbrance to allow for the fact that not only is sheer weight and clumsiness of the item being carried an issue, but duration of the time in which it is carried is also -- this could be as simple as restricting the "number" of items carried (besides armor) to a number equal to the character's current ST, though.) Making IQ equivalent to Mana for Wizards would also enable you to change the way "non-Wizards" do magic in that you could increase the cost to cast spells, rather than the cost in XP to learn them, by either doubling or tripling the cost in Mana points to cast them, or, alternately, saying that a non-Wizard CAN'T use Mana and instead MUST expend ST to cast spells. Of course, if you feel particularly strongly about the dichotomy between Wizards and non-Wizards you could still retain the higher costs to learn Spells as well, but to a large degree that might depend on how common you want magic to be in your campaign. In short, I think the potential uses for Mana are very great in TFT, and I think you could do it in such a way that it wouldn't layer a ton of extra rules on the game (indeed, might simplify quite a few of them). |
Re: Mana
Quote:
Oh, the idea of using IQ for the mana stat isn't one I had thought of, but it is as workable as any other. |
Re: Mana
One of the main issues with having mana based on IQ, is that it totally removes the original balance of Wizard arena character design. i.e. even in original Wizard, ST was the least compelling stat for most wizards, but it definitely had value. Mainly for the amount of spells that the wizard can cast and maintain in one encounter.
New ITL already somewhat undermines that in for experienced wizards who can get Manastaff and invest in it, and planning for that will also somewhat discourage wizards taking ST. It still costs 200 XP per point, though, so it's still a kind of trade-off choice whether to put XP in mana, or put that XP into DX or IQ or spells, or possibly some alternative use of XP. Back to the main point, if you house rule that mana is based on IQ, then there will be little/no incentive to raise ST, and less incentive to get staff mana. You're increasing the value of what's already the most important thing for wizards to get, IQ. (Also because a high-IQ wizard can get Aided in mana and in DX by apprentices...) i.e. It adds weight to the already-heaviest thing for wizards to concentrate in. As for the option to use either mana or bodily ST that does damage, yes I've played many many games that way, as it's the original way of GURPS Magic. I think it's a fairly interesting trade-off, especially if there are no healing spells (...). Of course if you just do it without adjusting other things (e.g. spell costs), you're essentially giving wizards double or more mana than they used to have. I think this thread also wants mention that many TFT players over the years have house-ruled that while fatigue and damage add towards unconsciousness, the wizard only dies if the actual damage is enough to kill them by itself. |
Re: Mana
If IQ is mana then dulled senses make the wizard not your best slime spotter.
|
Re: Mana
Quote:
Quote:
Quote:
Quote:
Quote:
|
Re: Mana
Quote:
|
Re: Mana
Quote:
Quote:
You and I also frequently see TFT very differently, I've noticed, which is interesting and I hope I don't come across as looking for binary arguments. For example, I am quite interested what you mean about your perspective on ST vs DX for warriors with the new XP rules? |
Re: Mana
Quote:
Quote:
Another thing; based on HCobb's comment earlier about a Wizard who used too much Mana being a poor slime-spotter -- I should state unequivocally that my answer was somewhat tongue-in-cheek. Honestly, I see Mana as a secondary "magical ability attribute" much like fatigue was before, only not as potentially confusing (as fatigue was, given that you had to track two different effects on your ST with all the extra complexity and confusion that that situation often created in the heat of battle). Basically spending Mana would in no way reduce your IQ to some "AdjIQ" number. Rather you would have just so many Mana points to expend before you "ran out of juice" and then had to either refrain from casting spells until you can re-charge, or make the decision that it's necessary to start absorbing actual wounds in order to save the day. Your IQ in itself, however, would remain unaffected. You would still know your talents and spells, speak your languages, and so on, but simply wouldn't have the ability to cast spells anymore (without potentially fatal consequences anyway). Finally, on the matter of "re-charging" Mana, I would argue that rather than have a Mana point re-charge every 15 minutes, you could either lengthen the time component (1 Mana point per hour, for example), OR you could simply state that no Mana re-charges until, say, Midnight local time -- this would solve the oft-stated objection of Wizards having too much Mana available during the course of the day to use and becoming unstoppable killing machines; once again it becomes a resource management issue instead of an opportunity to skew the game effects. I would also point out that since the effects of AID Spells are transitory, they might not be the panacea that some folks think they would be -- and frankly, I'd rather have the other Wizards in my party making their own attacks rather than AIDing me to make one big attack. Anyway, I hope you take my comments and responses as an attempt to discuss and address issues that have been raised or ideas that have been proposed, as opposed to an attempt to overbear your (or anyone else's) preferences, concepts, and play style! And, come to think of it, this is all highly hypothetical anyway, since I have no evidence that Steve or anyone else is actually considering revamping the magic system in any way! ;-) |
Re: Mana
Quote:
|
Re: Mana
One other thought, the ST damage brought about by using ST to power spells would be very resistant to any healing efforts. It isn't so much a wound to a specific part of the body, but instead, a generalized weakness to the full body. Draining the life force if you will. Physickers could try, but there's nothing to bandage or stitch up. The same for healers and their spells. No wound to actually heal, just a generalized weakness. The only fix is two days bed rest for each point of damage.
|
Re: Mana
Quote:
For me, Mana is simply what ST is called when it exists outside of the wizard; in a staff, powerstone, or even distilled into a potion (new idea?). |
Re: Mana
Quote:
|
Re: Mana
Quote:
|
Re: Mana
Quote:
|
Re: Mana
Quote:
Of course, you are correct that having more ST is better than having less ST, and that you certainly don't want your wizards to get wounded even if it didn't reduce their mana. And it sounds like maybe you mean by not seeing it as a problem, that you can play a game with house rules like that and still have it be enjoyable and fun and have some players not notice that the balance has shifted a lot from the original game. If so, sure, I agree. TFT can be modded a lot before it becomes a problem if the bar is being not fun or severely obviously broken. However it sounds like maybe I was mistaken to think you were disagreeing with what I meant to say. Which was, that this change greatly alters the balance of value of attributes for wizards, since ST no longer would determine mana, and wounds would no longer reduce their pool of available mana (unless using the part where you can opt to actually wound yourself to cast spells, but still it's a much reduced effect compared to original TFT). Although a ST 8 wizard is quite vulnerable to attacks, so is any 32-point wizard standing where he can be attacked, especially (in original TFT, but much less so if mana comes from IQ) if he casts spells or if he needs to be able to cast more spells to survive an encounter. All things being equal and TFT being a point-buy game, if you base mana on IQ, I'd say that pretty much any 32-point arena wizard design would be less effective than one who shifted points from ST to DX or IQ, because extra points in ST would just help you take wounds a little bit (even raising DX and then reducing it with cloth or leather armor would seem almost always a better choice than raising ST in that case). Quote:
Quote:
|
Re: Mana
Quote:
Quote:
|
Re: Mana
Quote:
And there are a lot of other elements that would need to be addressed if you alter this core design assumption. How would the Aid spell work? Would Confusion reduce the wizard's available mana? Do we need new spells to target or defend one's mana reserve? What happens when mana hits zero? Will the use of XP to increase IQ automatically increase mana and if so, wouldn't the implied 40-point stat cap limit the wizard’s power potential? Like I said... eye twitching. ;) |
Re: Mana
[QUOTE=Skarg;2236844]All things being equal and TFT being a point-buy game, if you base mana on IQ, I'd say that pretty much any 32-point arena wizard design would be less effective than one who shifted points from ST to DX or IQ, because extra points in ST would just help you take wounds a little bit (even raising DX and then reducing it with cloth or leather armor would seem almost always a better choice than raising ST in that case)./QUOTE]
If I might stick my oar in here, I think there might be a misconception here. I think what JLV was trying to say and what I understood was that mana and IQ are only linked in this scheme in that one's mana is limited to being equal to the wizard's IQ. It is completely separate from IQ except that one's IQ represents the wizard's ability to focus mana for spell casting. Just trying to clarify. Excuse me, I'll let myself out now. |
Re: Mana
Quote:
Would Confusion reduce the wizard's available mana? No, no more than it would reduce his ST, which it doesn't. It could still affect his spell casting by altering his IQ if I remember correctly. Perhaps I've been "Confused" Do we need new spells to target or defend one's mana reserve? Depends on whether you want to or not. What happens when mana hits zero? Same thing, minus passing out, that happens when ST hits 0. You're done casting spells unless you have a staff, a powerstone or decide to bite the bullet and start using your ST and taking damage from casting. In short, what you have to do now when ST is close to 0. Find a spot and rest and refit or pull out of the dungeon and go home. Will the use of XP to increase IQ automatically increase mana and if so, wouldn't the implied 40-point stat cap limit the wizard’s power potential? No more or less than the cap affects your ST, DX, and IQ. Its ok if your eyes twitch, just watch out for your blood pressure. |
Re: Mana
OK, so I obviously need to come up with tougher questions next time.
;) My point, however, is the whether you source the Mana stat from ST or IQ, I think you would have to look at every instance in the rules where either of those is referenced and assess the potential impacts to the balance of the game from removing or altering those dependencies. |
Re: Mana
Quote:
|
Re: Mana
Quote:
I also find that TFT is an enormously forgiving system, when it comes to things like play-balance and the like. You can do things with the system that were never envisaged by the author and still find the basic system functions extremely well, and doesn't tragically alter the game's innate playability and excellence. To my mind, that's one of the hallmarks of truly great game design! ;-) |
Re: Mana
[QUOTE=warhorse11h;2236861]
Quote:
|
Re: Mana
I'm still using the house rules I used in the old days. I don't like the new staff rules and don't use those either.
What I do use is this. Wizards primarily cast spells using mana, not ST. Mana equals IQ, but is a separate stat and declines in mana don't affect IQ. Mana is recovered 1 point per 15 minutes. A wizard can cast spells from ST, but this is real damage. So in a true emergency the wizard can dig deep and cast from ST, but it really hurts. This is just a data point on what works for me. YMMV. |
Re: Mana
Quote:
|
Re: Mana
http://forums.sjgames.com/showthread...na#post2203484
Post #54 in linked thread. Don't sweat it! Great minds think alike. |
| All times are GMT -6. The time now is 12:03 AM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.