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Old 02-13-2024, 09:21 AM   #1
hcobb
 
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Default Don't point your wand at me

In this variant wizards need to point their wand/staff at the target in order to aim (for up to two turns) a missile spell. They can still use this wand/staff to defend against the target's melee attacks of course.
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Old 02-14-2024, 10:31 AM   #2
Axly Suregrip
 
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Default Re: Don't point your wand at me

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Originally Posted by hcobb View Post
In this variant wizards need to point their wand/staff at the target in order to aim (for up to two turns) a missile spell. They can still use this wand/staff to defend against the target's melee attacks of course.
Isn't this already in the rules to gain a +1 or +2 DX bonus to missile spells?

Or are you saying that missile spells need two turns to cast?
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Old 02-14-2024, 01:06 PM   #3
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Default Re: Don't point your wand at me

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Originally Posted by Axly Suregrip View Post
Isn't this already in the rules to gain a +1 or +2 DX bonus to missile spells?
Waiting for an Opening ITL p.127 only mentions physical attacks, not spells.
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Old 02-15-2024, 01:43 AM   #4
Steve Plambeck
 
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One could argue a Missile spell attack is a physical attack launched/powered by magical means. Doing so, all the same rules would apply as for a missile weapon attack.


Or in a really contrived case, imagine a gunpowder canon or other such thing fired by a lit fuse. Without a lit torch to ignite it, a wizard could use the Fire spell. It would still come down to how well you aimed it, regardless of the role magic played.
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Old 02-15-2024, 07:41 AM   #5
Bill_in_IN
 
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Default Re: Don't point your wand at me

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Originally Posted by Steve Plambeck View Post
One could argue a Missile spell attack is a physical attack launched/powered by magical means. Doing so, all the same rules would apply as for a missile weapon attack.


Or in a really contrived case, imagine a gunpowder canon or other such thing fired by a lit fuse. Without a lit torch to ignite it, a wizard could use the Fire spell. It would still come down to how well you aimed it, regardless of the role magic played.
That's how we dealt with Missile Spells in our Classic TFT days and it carries over to how I deal with then in Legacy TFT. If the wizard is allowed to pick up Missile Weapons Talent to aid in his casting of Missile Spells, I see little or no reason to not allow other DX adjustments related to Missile Talents. The wizard should be able to pause for a turn to wait for an opening or draw a bead on his target when casting a missile spell on a target and get the same DX bonuses for that action.
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Old 02-16-2024, 01:50 AM   #6
David Bofinger
 
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Default Re: Don't point your wand at me

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Originally Posted by Steve Plambeck View Post
One could argue a Missile spell attack is a physical attack launched/powered by magical means.
Attack is a sort of de facto technical term in TFT, it appears in the name of a family of actions (b, f, j, l, o). But not the spell casting actions (h, r). So I'd say not.
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Old 02-16-2024, 11:37 AM   #7
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Default Re: Don't point your wand at me

I really don't want wizards "aiming" for a bonus to thrown or creation spells.
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Old 02-17-2024, 12:31 PM   #8
Bill_in_IN
 
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I really don't want wizards "aiming" for a bonus to thrown or creation spells.
I only mentioned missile spells having the same adjustments and missile weapons. By extension, one could justify applying it to thrown weapons and spells. I haven't. It would be harder to justify it for cast or special spells.
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Old 02-17-2024, 05:00 PM   #9
Steve Plambeck
 
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I really don't want wizards "aiming" for a bonus to thrown or creation spells.
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Originally Posted by Bill_in_IN View Post
I only mentioned missile spells having the same adjustments and missile weapons. By extension, one could justify applying it to thrown weapons and spells. I haven't. It would be harder to justify it for cast or special spells.
The resolution is passed <gavel thumps> :)

Just having a happy flashback -- in the olden days my group started every play session with a vote on any house rules or new interpretations of existing rules introduced in the previous session, and for the rule to become permanent it had to pass unanimously. They always did, but we went through the process anyway. We had three GMs sharing one campaign world so we didn't want the house rules changing depending on who was running things that week. Those were the days.
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Old 02-17-2024, 11:17 PM   #10
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The resolution is passed <gavel thumps> :)

Just having a happy flashback -- in the olden days my group started every play session with a vote on any house rules or new interpretations of existing rules introduced in the previous session, and for the rule to become permanent it had to pass unanimously. They always did, but we went through the process anyway. We had three GMs sharing one campaign world so we didn't want the house rules changing depending on who was running things that week. Those were the days.
Works for me.
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