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#1 |
Join Date: Jul 2018
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I don’t know where the experience rules are at right now, but TFT has always distinguished two character types: Fighters and Wizards. After reading Guy’s article about Clerics, I wondered if there would be room for an officially designated “Mixed” character type to accommodate such concepts as bards, clerics, monks, paladins, arcane tricksters, and eldritch knights.
For example, the following experience rules could be used. Fighters: Pay normal cost to learn Talents, pay triple cost to learn Spells. Wizards: Pay triple cost to learn Talents, pay normal cost to learn Spells. Mixed: Pay double cost to learn Talents, pay double cost to learn Spells. TFT doesn’t need such a third distinction, since characters can simply decide whether they want to focus on Talents or Spells and then pay the appropriate experience point costs. But officially recognizing a “Mixed” character type might make it easier to create characters who focus equally on both Talents and Spells (or spell-like effects), such as your stereotypical bards, clerics, and monks. I don’t think the official rules would ever implement this idea, so here it is as food for thought under “house rules.”
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"What you don't know can't hurt y ... OUCH!" Last edited by flankspeed; 07-25-2018 at 01:33 PM. |
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#2 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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I'd rather there was no distinction at all, but I think we're sticking with Hero/Wizard.
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#3 | |
Join Date: Jul 2018
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My personal preference in RPGs is for a class-less system that allows characters to become anything they want to be. I can enjoy playing D&D or some such, but my heart yearns for the complete freedom that I think best reflects reality. There’s no reason that Dr. Strange couldn’t also become a crack-shot sniper or a master swordsman if he wanted to put in the time to master the equipment and techniques. Come to think of it, I thought he was actually skilled in martial arts in addition to sorcery, but I may be mistaken.
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"What you don't know can't hurt y ... OUCH!" Last edited by flankspeed; 07-25-2018 at 02:28 PM. |
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#4 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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#5 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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I agree. The class division between heroes and wizards felt like a D&D holdover. Warm regards, Rick. |
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#6 |
Join Date: Nov 2010
Location: Arizona
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I actually think the original distinction between Wizards and everyone else came about because Wizards were supposed to be "rare" in terms of the general population, not just to enforce some arbitrary "class" system on the players.
Wizards got some special powers (magic) and paid a price (increased expense for everything else) to partially compensate. That was pretty much it. And because magic use was supposed to be rare, it made sense to make it hard for non-Wizard characters to gain any of those powers. |
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#7 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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#8 |
Join Date: Jul 2005
Location: Geelong, Australia
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#9 |
Join Date: Jul 2018
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I’m glad to know I’m not alone in preferring to be free from class distinctions.
I do understand the game mechanical and/or lore purpose of the Hero/Wizard distinction, but I fall on the side of leaving that up to the GM. If playing in a High Fantasy, Medieval setting with magic use being rare, then use the rules as written. But if playing in an Elder Scrolls type setting where anyone can do anything, then implement house rules to remove the Hero/Wizard distinction. It’s all a matter of taste, but I would prefer the rules-as-written to allow as much freedom as possible, leaving it up to the GM to institute any restrictions peculiar to their particular campaign setting. If, on the other hand, two players are trying to construct a balanced combat scenario using Melee and Wizard, then perhaps it is useful for game balance to retain the Hero/Wizard distinction.
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"What you don't know can't hurt y ... OUCH!" |
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#10 |
Join Date: Jul 2018
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"What you don't know can't hurt y ... OUCH!" |
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