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-   -   Summon Myrmidon as "any legal combination..." (https://forums.sjgames.com/showthread.php?t=192999)

Drakenbow 09-23-2023 05:02 PM

Summon Myrmidon as "any legal combination..."
 
In ITL p.21, the Summon Myrmidon spell has a change from the old rules stating "However, if the wizard wishes, the Myrmidon can be any starting (32-point) fighter with any legal combination of regular weapons and armor".

I haven't seen discussion on this specifically, but in your opinions does this include summoning of an archerer with ST 10, DX 13, IQ 9 with essentially the Bow talent and Missile Weapons - and carries a Horse Bow, quiver of arrows, Saber, Small Shield, and daggers (skilled in those also)?

Also, in the old rules a character could carry two one handed weapons (or a weapon and shield), and on the belt six more items with two being secondary weapons (over 1 kg, ie 2.2 lbs) and four items (under 1 kg) (ref p.35 old rules). I'm seeing what I believe nerfs this on p.107 in the new core rules. A knife thrower would seem to be limited to only four knives by the new rules.

TippetsTX 09-23-2023 05:24 PM

Re: Summon Myrmidon as "any legal combination..."
 
Quote:

Originally Posted by Drakenbow (Post 2502478)
I haven't seen discussion on this specifically, but in your opinions does this include summoning of an archerer with ST 10, DX 13, IQ 9 with essentially the Bow talent and Missile Weapons - and carries a Horse Bow, quiver of arrows, Saber, Small Shield, and daggers (skilled in those also)?

Yes.

And I hate the change. No 'dial-a-hero' for me, thanks.

hcobb 09-23-2023 06:04 PM

Re: Summon Myrmidon as "any legal combination..."
 
I advise applying "Talents of Illusions" (ITL 139) to all creations.


There is at least one monster ITL for whom the ST 9, DX 15, IQ 8 Small Bow Myrmidon is your best counter.

Axly Suregrip 09-23-2023 06:34 PM

Re: Summon Myrmidon as "any legal combination..."
 
Quote:

Originally Posted by Drakenbow (Post 2502478)
Also, in the old rules a character could carry two one handed weapons (or a weapon and shield), and on the belt six more items with two being secondary weapons (over 1 kg, ie 2.2 lbs) and four items (under 1 kg) (ref p.35 old rules). I'm seeing what I believe nerfs this on p.107 in the new core rules. A knife thrower would seem to be limited to only four knives by the new rules.

Look at ITL 65. The old rules on what you carry remain. Now the limit is 2 lbs and under for the four small items instead of 1 kg.

So, this has not been nerfed. In light of ITL 65, I read ITL 107's quote about only 2 secondary weapons to be a reference to the limit of only 2 weapons that are over 2 lbs. Since ITL 65 is much more detailed, that is what I take as the definitive answer on this. So, only two large secondary weapons and then four small weapon/items.

BTW, the quote from ITL 107 is also in the old Advanced Melee pg 7. So, it is not new.

Shostak 09-23-2023 06:40 PM

Re: Summon Myrmidon as "any legal combination..."
 
Quote:

Originally Posted by Drakenbow (Post 2502478)
In ITL p.21, the Summon Myrmidon spell has a change from the old rules stating "However, if the wizard wishes, the Myrmidon can be any starting (32-point) fighter with any legal combination of regular weapons and armor".

It isn't really a change. This from the original Wizard microgame from 1978:
MYRMIDONS: If you have the MELEE rules, disregard the statement
that a Myrmidon has ST 12, DX 12, and a broadsword. A Myrmidon may
have any ST, DX, and IQ totaling to 32, and may be equipped with any
weapons, armor, and shield, just like a beginning figure in MELEE.
However, back in the day, we never let summoned Myrmidons have advanced talents like Missile Weapons.

Drakenbow 09-23-2023 08:56 PM

Re: Summon Myrmidon as "any legal combination..."
 
Quote:

Originally Posted by Axly Suregrip (Post 2502489)
Look at ITL 65.

That works. Thanks. Don't know why I missed that page.

TippetsTX 09-24-2023 01:01 PM

Re: Summon Myrmidon as "any legal combination..."
 
Quote:

Originally Posted by Shostak (Post 2502491)
It isn't really a change. This from the original Wizard microgame from 1978:
MYRMIDONS: If you have the MELEE rules, disregard the statement that a Myrmidon has ST 12, DX 12, and a broadsword. A Myrmidon may have any ST, DX, and IQ totaling to 32, and may be equipped with any weapons, armor, and shield, just like a beginning figure in MELEE.

Curious that expanded text didn't make it into Advanced Wizard (we never played the microgames back-in-the-day).

JohnPaulB 09-25-2023 12:40 AM

Re: Summon Myrmidon as "any legal combination..."
 
In the old days, I had a character that would "summon Myrmidon", but it would be one of the HYMENOPTERANS insect things, not a humanoid.

Myrmidons was the name of their highly-developed warriors.

Original ITL p 63.

Steve Plambeck 09-26-2023 01:24 AM

Re: Summon Myrmidon as "any legal combination..."
 
Quote:

Originally Posted by JohnPaulB (Post 2502544)
In the old days, I had a character that would "summon Myrmidon", but it would be one of the HYMENOPTERANS insect things, not a humanoid.

That only makes sense... I've been given to understand the Myrmidons of Greek mythology were warrior insects, unquestioningly following the (telepathic?) orders of their Queen, and located on an island called Myrmidon.

Axly Suregrip 09-26-2023 03:05 PM

Re: Summon Myrmidon as "any legal combination..."
 
Quote:

Originally Posted by Steve Plambeck (Post 2502620)
That only makes sense... I've been given to understand the Myrmidons of Greek mythology were warrior insects, unquestioningly following the (telepathic?) orders of their Queen, and located on an island called Myrmidon.

Basically (I don't know about the reference to the telepathic orders from the queen... that may be a reference to ITL). The myrmidons were ants that Zeus turned into men. "Myrmidon" is from the Greek word for ant. So, it was very cool the old ITL had both bug and human myrmidons.


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