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#1 | |
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Join Date: Jun 2008
Location: Boston area
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Quote:
I mean, I feel like I've recently overdone the treasure rather a bit, but I don't think my players are planning to pay $350 for a bunch of apprentices. I'm also not sure that dragging along seven extra characters (which I honestly probably wouldn't let them do) is conducive to most of their battle plans. But, of course, different games are different. So far, my players have not hired a single apprentice, but maybe they're just thick. |
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#2 |
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Join Date: Nov 2018
Location: Florida Peninsula, Earth, Sol Sytem
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I find a lot of times that players don't think of some things until the GM uses them against them with NPCs. Then all of a sudden it's their favorite trick.
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The first rule of GMing "If you make it, players will break it" |
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#3 | |
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Join Date: Jun 2008
Location: Boston area
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Quote:
Far as I can recall, there's only one encounter[1] my players have had where more than one wizard is involved -- and that wizard was not merely casting Aid spells, since there are better uses of his ST and time. In fact, in combat, I'm not sure that an Aid casting apprentice is all that great. Yes, that means the big wizard can cast a great spell without using up his ST or mana, but if the apprentice doesn't cast Aid, then there are all sorts of good spells he could be casting. If the big wizard is able to cast 4- or 7-hex illusion, say, or Summon Small Dragon, or any of many really good high IQ spells, then Aid is a good way to maximize impact. If the big wizard doesn't have one of those expensive but really good spells, then the apprentice is probably better off doubling the number of spells cast per turn. [1] There are a few other planned encounters that involved wizards and apprentices, but so far they haven't taken the bait. I don't use the 1 in 300 wizards to normies ratio suggested in ITL, but most combats against humanoids don't include NPC wizards. |
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#4 |
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Join Date: Aug 2004
Location: Pacheco, California
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Another thing is that TFT Wizards are D&D Sorcerers. (Put that big IQ to work and just take Charisma. You won't need a spell to charm.)
In both games wizards can use crossbows, but in TFT it's a much more powerful option. TFT wizard with at most "12 hit points" firing a 2d6 weapon that averages 7 damage vs a D&D wizard with dozens of hit points firing a 1d8 weapon that averages 4.5 damage.
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-HJC Last edited by hcobb; 10-15-2022 at 05:29 PM. |
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#5 |
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Join Date: Feb 2005
Location: Panama
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Very different styles of playing. Mostly using game mechanics to evoke a certain narrative style.
D&D uses extra hit points and harder to hit heroes to make the action and narrative more heroic. TFT don't, it is more grounded and it gets heroic because the stakes are higher. Making comparisons of power level of characters is like comparing star wars characters to 40k characters... this doesn't stop anyone though. |
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#6 |
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Join Date: Nov 2018
Location: Florida Peninsula, Earth, Sol Sytem
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I would have said it was like comparing star wars characters to star trek characters, but that would just be for the groans of true fans everywhere being outraged.
__________________
The first rule of GMing "If you make it, players will break it" |
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#7 |
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Join Date: Aug 2004
Location: Pacheco, California
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Translating this character into TFT: https://dungeonsmaster.com/wp-conten...f-wizard-1.pdf
Sample, Elf wizard, age 20 ST 6, DX 12, IQ 14, MA 12 Talents: Alertness, Literacy Spells include: 3-Hex Fire, Blur, Detect Magic, Light, Lightning, Sleep, Staff, Telekinesis Languages: Common, Elvish Weapon: Staff elm maul (1d), untalented silver dagger (1d-1) Attacks and Damage: Punch (1d-4) The Staff and Fire spells cover a lot of the effects of the other spells from D&D. Alertness isn't free for elves, but very useful, even if it costs the Knife talent. This character aspires to the Scholar talent to be the listed "Sage", but hasn't learned it yet. (Minor Illusion would be covered by the Image spell, if you drop something else to cover it. Blur stands in for "Mage Armor".)
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-HJC |
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