07-29-2018, 07:29 PM | #11 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Variant talent costs/mana
Supposing we wanted to make several spell lists for wizards, so that different wizards had access to different subsets of the spells. How would the split be made?
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07-29-2018, 09:50 PM | #12 |
Join Date: Nov 2010
Location: Arizona
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Re: Variant talent costs/mana
Skipping the obvious answer of "GM Fiat;" I'd suggest that different forms of casting would be a good way to cement the difference -- e.g., Dwarven Rune Magic, or Elven Spell Singers, or even zot's Ceremonial Magic.
That would make it obvious how to split them, and also allow the differing methods to have spells that do many of the same things as the other spell "types" do, without simply being repetitive. But that's just my opinion... |
07-29-2018, 10:01 PM | #13 | |
Join Date: Jul 2018
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Re: Variant talent costs/mana
Quote:
If we just want campaign flavor, then it almost doesn't matter how we divvy up the spells, as long as no single subset ends up too disproportionately strong. But if want to encourage wizards to specialize in one tactical role or another (direct damage vs. buffing allies vs. altering combat terrain, etc.), then it makes sense to divide spells accordingly. |
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07-29-2018, 10:59 PM | #14 | |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Variant talent costs/mana
Quote:
A partial solution might be splitting up the spell list in accordance with these principles:
It's not obvious it's necessary. We haven't got a 100% clear idea what TFT is going to look like once the changes are made. But suppose we did want to do this, as part of a transition from characters being heroes or wizards to characters having several cheap lists. How might we make the split? |
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07-30-2018, 12:05 AM | #15 | |
Join Date: May 2015
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Re: Variant talent costs/mana
Quote:
e.g. This wizard's guild knows these spells, that other one knows different ones and has some different variations of the same spells. That religion has a sect of wizard-priests with those appropriate spells. The high priests of another are the only one who can do divination (e.g. TFT Trance spell) but it takes a ritual of 5 priests, a day, and a sacrifice. Only certain people know weapon/armor enchantment. There are some examples of some enchantments no one now knows how to make. People used to know these spells but now almost no one does. The Traveler's Guild someone mentioned in the Gate network antics/economy thread might have a near-monopoly on Gate & Long-Distance Teleportation magic. Etc etc etc. TFT has a shorter spell list that GURPS Magic, though. However even if/when I re-fire-up my original TFT campaign(s), I would still track which guild don't know which spells, and which know which variants, and what spells have limited teaching/books available. Some spells and enchantments I would have either be lost or only known in certain nerfy/weird/limited versions. Mainly I'd be looking at limiting (or at least tracking who knows them) the more powerful and exploitable spells and enchantments, both to limit abuse and to keep track (or at least have a sense) of who in the world is doing what with them, and who someone will have to talk to to get certain magic. |
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07-30-2018, 07:29 AM | #16 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Variant talent costs/mana
Splitting up the spell lists enables viability for a larger selection of character types without having to specify explicit classes.
Battle Mage: Has a wide selection of spell category talents and auxiliary talents to enable quick and continued casting, but little else. Ceremonial Mage: Not as useful in a fight because his talents cover powerful spells with extreme effects, ranges or duration that take a long time to cast. Tends to have a staff handy for a few quick spells. Rogue: Knows a very restricted set of spells and expansion beyond these would seriously cut into her very useful non-spell skills and talents.
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