I find the way wizard staffs (staves?) work to be unsatisfactory.
- I think the "explodes if moved against his will" rule requires too much insight into the wizard's thinking and mostly when the staff does explode it's kind of silly. Has anyone ever had a staff explode and thought, "Cool, that added to the story"? Because I think we've all had stupid industrial accident explosions.
- The staff spells are a ladder, like D&D, rather than offering choice, as TFT abilities should.
- The mana rules, being based on IQ rather than ST, are an attempt to allow wizards to dump stat their ST.
- I don't know what kind of character the occult zap rules are aimed at supporting.
- The idea that a starting staff for a combat wizard is a two-handed club strikes me as silly, but maybe this is as much a problem with clubs as with staff.
So how should wizard staffs work?