Wizard Staff
I find the way wizard staffs (staves?) work to be unsatisfactory.
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Re: Wizard Staff
If the wizard takes the quarterstaff talent and follows up with using a quarterstaff as her wizard's staff, she now has a 1d6+2 melee weapon that can also, if the proper rolls are made, disarm her opponent. Since many wizards will quickly increase their DX so spells will cast successfully, that quarterstaff quickly becomes a reliable damage dealer. DX 13 = 83% success chance. Does require a ST of 11 to avoid penalties. Others have used daggers as staff choice to good effect.
The Staff III occult zap bypasses armor and natural defense. A range 2 ability that is also rolled at DX+3 and can be fired in any direction. "Ha, you just thought being in my rear hex was safe!" For the above wizard, pretty close to certain damage unless crit fails happen. There are a few talents that ladder but Staff seems the only 5 step version. Yes to exploding staff adding to story. After defeating an enemy wizard, one PC was fascinated by a shiny jewel that was part of the wizard's staff and picked up the staff. Boom! The PC was the party's wizard and should have known better. IQ vs ST seems a design choice. |
Re: Wizard Staff
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If I had my way, the Staff spell would be jettisoned completely. If a wizard wants a walking stick they can use as a club, let them have a walking stick they can wield as a club, or, with the appropriate talent, let them have a quarterstaff they can use as a walking stick. If they want an enchanted staff or wand, they can use the Weapon & Armour Enchantment and Magic Item Creation spells to make a bespoke arcane tool with unique capabilities chosen by the wizard according to their desires and abilities. The powerstone rules already in place from the Classic era allow for such an accessory to expand the reservoir of ST necessary to power spells. Admittedly, this places magical staves beyond the capabilities of most beginning wizards, and it invites the question (probably best dealt with as its own thread) as to whether or not enchantment rules presented in ITL are satisfactory. |
Re: Wizard Staff
The biggest buff in Legacy is that staves now function as clubs and hence get the HTH damage increase over the Melee/Wizard boardgames as seen here:
https://www.hcobb.com/tft/house_rules.html#barehands Also TFT is full of ladders. If you want a forest of talents instead see GURPS. |
Re: Wizard Staff
My preferences are:
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Re: Wizard Staff
The addition of the Staff Spells in Legacy is one of the few things that I like in Legacy compared to Classic. Having said that, I do recognize the frustrations mentioned in this thread.
We never really came up with any house rules around the staves in our Classic days. This is actually weird because we had all kinds of other house rules. As a result, staves were just walking sticks and no more than defined in Classic ITL. Wizards depended upon ST and power stones. In Classic TFT, staves weren't useful much at all and most wizards didn't bother with having one. I have liked exploring the new Staff Spells in Legacy TFT. The mechanics is a bit weird but not hard to implement. I will admit that it has shifted Legacy wizards toward being loaded up with levels of Staff spells and it does soak up IQ points that could diversify the wizards talents/spells. I think that I will build up a wizard devoid of a staff and see what happens. Maybe it will be like a Classic TFT wizard. |
Re: Wizard Staff
I suggest that wizards sans staves take Unarmed Combat so that they don't block their own spellcasting.
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Re: Wizard Staff
I think, "I sneak into the wizard's tent and steal his staff so that when he tries to fight us he's at a disadvantage," is a potentially fun story element, and I don't know why we'd want to have an exploding staff rule whose main effect is to make such escapades impossible.
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Re: Wizard Staff
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Re: Wizard Staff
By ladders I mean things like the attribute system. You flip xp into dx to provide a set level of effects at each rung.
Compare to the GURPS forest where increase DX or put points into Sword which also increases Dagger fighting. |
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