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Old 06-20-2021, 09:28 PM   #21
Peter von Kleinsmid
The Fantasy Trip Line Editor
 
Join Date: May 2021
Default Re: Armor and high IQ spellcasters

Quote:
Originally Posted by hcobb View Post
For automatic success of high IQ c.f.: https://thefantasytrip.game/news/201...-fantasy-trip/
Please don't confuse people by posting links to 3-year old preview articles which have preview versions of the rules.
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Old 06-21-2021, 04:20 AM   #22
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Re: Armor and high IQ spellcasters

The point is that this idea was tested and rejected. Please add a note to the top of your own article that describes why this was a bad idea.

My Suggestion:

"After testing and debate on the forums these suggested rules were found to be a little too overpowering. The revised published spells turn the Staff into a magic weapon with an Occult Zap ability that acts as a Special spell, costing one fatigue to invoke and rolling only against DX to inflict damage at a short range."
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Last edited by hcobb; 06-21-2021 at 04:30 AM.
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Old 06-21-2021, 09:51 AM   #23
Skipper2921
 
Join Date: Oct 2020
Default Re: Armor and high IQ spellcasters

I've found the references to the pre-release discussions extremely helpful. For the discussions I've investigated, you can see the extensive discussion on the topic and have a better understanding of why the a particular path was taken. Generally, the folks involved in those discussions don't re-hash to that detail again.

Although, I would say a better introduction to the reference might help.
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Old 06-21-2021, 10:30 AM   #24
Peter von Kleinsmid
The Fantasy Trip Line Editor
 
Join Date: May 2021
Default Re: Armor and high IQ spellcasters

Yeah, I don't mean not to refer to old discussions at all.

But if you do, please explain that's what you're doing. Just posting a link to a prototype rule from a news thread without explaining why you're doing that and what your point is about it, is going to confuse people in various ways. Especially newish players.
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