04-07-2021, 02:06 PM | #21 |
Join Date: Jun 2008
Location: Boston area
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Re: Feats!
Wizards have huge advantages of their own, especially once they have mana in their staff. I don't see an issue with their expensive talents personally.
They are fragile and not all that useful at first, but a wizard with Staff III and some experience put to use as Mana adds a lot to the character's combat abilities. So much that the spells he bought for combat as a starting character get used a lot less. Even though the range is limited, a +3 DX attack that ignores armor is very useful, so long as you have enough meat to block attacks on the wizard himself. |
04-07-2021, 02:59 PM | #22 | |
Join Date: Oct 2020
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Re: Feats!
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I also hamper the staff; A staff most actually be a wooden cane or staff Mana is based on ST Staff II only makes it harder to drop or break a staff not impossible Natural armour still works against staff III There is no staff IV or V |
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04-08-2021, 02:24 AM | #23 | ||
Join Date: Jun 2019
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Re: Feats!
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And remembering a list of talents that have two different costs depending on which characters want them is just a royal pain. Much, much easier to halve the number of available talent points for wizards (by tying up half of them in a 5 point or so Wizardry Talent) and then forget the doubling costs and their exceptions for all the rest of the talents. A good point there about Staff Mana too. I've always considered it a good idea in principle, and starting wizards are so anemic, but selling Mana for XP at a flat rate potentially alters the wizard/hero balance of original TFT. Besides that feels super-gamey to me. Better, in my opinion, to tie Staff Mana to an attribute, something for which the cost rises as the attribute total grows, and just toss out all those other Staff spells.
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"I'm not arguing. I'm just explaining why I'm right." |
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04-08-2021, 02:52 PM | #24 | |
Join Date: Oct 2020
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Re: Feats!
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For my own game I am not sure how I feel about having two memory-pools so I'd probably go with IQ 4, but I'd bump it up if the players prefer two memory-pools. |
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04-09-2021, 02:44 AM | #25 | |
Join Date: Jun 2019
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Re: Feats!
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I've never played without a separate memory pool for spells, so I can safely say it's been play-tested to death and works just fine :) When ITL and Advanced Wizard first came out, me and my friends had already developed an extensive world, were running multiple campaigns at once under 3 GMs, and had dozens of PCs and NPCs all based on the original Melee and Wizard rules we'd been using since '77 and '78. So we had all these wizards that ITL said would have to forget a bunch of spells they'd already used in play, or go without talents, and we just said no, we're keeping our wizards the way they were, with 1 spell for every point of IQ, and let talents be an entirely separate thing. As a compromise with the "new" RAW, we did limit wizards to half as many talents as other figures (via the Wizardry Talent rather than price doubling), but that's as far as we were willing to bend. So that's just what we did and how we played the game until that group retired 2 decades later! It's funny that the original problem, that of transitioning a wizard from the Wizard rules to the ITL rules, is back now with the Legacy set. I gave pocketboxes of Melee/Wizard to several friends just over a year ago to try and get them interested, but the pandemic has prevented us from ever getting together. Of course the Wizard rules still say 1 spell per IQ. I can see them all getting used to that, then we sit down with ITL to play and everyone goes "Hey wait! It says here my wizard will have to drop half his spells just to take a couple talents! What gives???" Maybe someone should write a Hexagram article about breaking that news to new players :)
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"I'm not arguing. I'm just explaining why I'm right." Last edited by Steve Plambeck; 04-09-2021 at 02:50 AM. |
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04-27-2021, 12:19 PM | #26 | |
Join Date: Mar 2018
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Re: Feats!
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But second, in the same way that a wizard can (eventually) research new spells, I like the idea you lay out at the beginning. A fighter could also develop new and unique talents that aren't on "the list". Especially if part of their character conception. This could be a collaborative effort of player and GM. The character wouldn't have to be self-taught, a unique talent could be learned from a unique and special teacher. Locating the master of a sword-fighting technique, a famed giant slayer, a guru who can teach a talent version of eyes-behind, these would make good backstories or adventures in themselves. |
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04-28-2021, 03:55 AM | #27 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Feats!
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04-28-2021, 06:26 PM | #28 | |
Join Date: Jun 2019
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Re: Feats!
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It's great to reminisce about the variants and solutions we've all tried out, and share our house rules, but Legacy has its own trajectory now. Especially in the areas of character generation and advancement, the RAW are more interrelated than ever, and look at how many new publications we have now based on that rule set. It's wonderful to have all the new material, but at the same time any official revisions to the system become trickier and trickier. A new monster or a new spell are easy, but the fundamental rules are not readily amendable.
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"I'm not arguing. I'm just explaining why I'm right." |
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04-28-2021, 06:54 PM | #29 |
Join Date: Jun 2008
Location: Boston area
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Re: Feats!
Exactly what I was thinking, Steve. All the new materials are really tied into RAW. Change rules and you change the balance in many things.
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04-28-2021, 07:18 PM | #30 |
Join Date: Sep 2018
Location: North Texas
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Re: Feats!
Ironically, that's the one drawback to TFT's resurgence... the lack of official supplements, adventures and game-aids back-in-the-day created a wide-open 'greenspace' for GMs to develop their own content and expand the game w/o bumping into future ruleset constraints or setting contradictions. Don't get me wrong, I really enjoy most of the stuff we're getting now and I'm not suggesting that official materials have to be adopted by every table, but it is one of the more interesting dichotomies of RPGs that unrestrained creative freedom can often be negatively impacted by the natural and financially necessary growth of the product line.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 04-28-2021 at 07:22 PM. |
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