08-17-2018, 12:00 PM | #1 |
Join Date: Aug 2018
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Explosive Gems play balance
I'm getting back into TFT after a 33 year hiatus. So I'm relearning the rules and they aren't as fresh as they used to be for me.
With regard to Explosive Gems, what is the cost to make them, how long does it take, etc.? There doesn't seem to be much detail in the spell description, nor in the brief comment in the section on creating magical items. The spell description mentions the damage from 6d gems doing damage to creatures in surrounding hexes, so apparently gems of at least that much damage exist. What's to stop a Wizard with a sling from being a very formidable foe? For instance, a sling shot with 5 pouches with 30 2d, 4d, 6d, 8d, and 10d gems in each? Or even, with Aid spells or ST batteries, a 20d+ explosive gem. Just curious if I missed something in the rules or if people have a variety of house rules to address this. |
08-17-2018, 12:20 PM | #2 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Explosive Gems play balance
Hi Tenex,
Welcome back!!! Quote:
I've also said that the maximum sized exploding gem is 5 dice of damage. I liked the gems doing area damage so 4 dice gems do 1d-2 damage to all adjacent hexes and 5 die gems do 1 die damage into adjacent hexes. In my campaign a one die Gem costs $150 to create PLUS a $50 gemstone. Each extra die of damage doubles the cost of the enchantment (and it still needs that $50 gemstone.) So the prices work out to: 1 die: ...... $200 2 dice: ..... $350 3 dice: ..... $650 4 dice: ..... $1,250 5 dice: ..... $2,450 This makes the 5 die gems very expensive, but they SHOULD be expensive. Warm regards, Rick. |
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08-17-2018, 12:32 PM | #3 | |
Join Date: Aug 2018
Location: Aerlith
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Re: Explosive Gems play balance
Quote:
They do make nice trap items, as well as convenient ways for wizards and others to booby-trap books and sensitive papers (one strike on the gem and the secret info is shredded). Or you could be evil and make a crown with explosive gems set it in, as a prelude to a regicide. In my campaign explosive gems had an obvious oily iridescence to them that gave their true nature away to most people. But there's nothing saying they can't be indistinguishable from ordinary gems. And yes, I had a kind of escalating cost for how powerful they were, which put kiloton gems basically out of reach for most people. The volatility also increased with the potency, which made carrying gems over a certain potency a dangerous course. |
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08-17-2018, 06:42 PM | #4 |
Join Date: Dec 2017
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Re: Explosive Gems play balance
That's a tough one. I agree that RAW explosive gems are pretty crazy powerful. On the other hand, so is a Wizard's Wrath with 10-15 points of ST behind it. I never did anything to change them in my game, but I also never had a player who tried to run an Explosive Gem scam. I kind of like there to be weird corners in any magic system, so I guess I'll continue to accept them as is (assuming they appear in the new edition).
One factor that matters to me: TFT is a game where pretty much any PC can get nuked pretty much any time. By the reflexive law of roleplaying game lethality, it therefore doesn't bug me when players stumble across ways they can definitely murder the next gooey monster they run across. A little fun can brighten their short, brutal lives... |
08-17-2018, 09:57 PM | #5 |
Join Date: Jan 2018
Location: Portland, Maine
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Re: Explosive Gems play balance
Did you know you might be able to throw an Explosive Gem almost like a missile? See Advanced Melee Page 23 "Fire as Weapon":
"The range adjustment for DX on throwing molotails (and similar items) is -1 for every MEGAHEX distance from you to the target. If your target hex is 3 MH away, your DX is -3.To me, this might mean that you can throw that explosive gem 9 hexes away for only -3DX and it can waver any number of hexes if you miss.
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08-18-2018, 03:45 AM | #6 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Explosive Gems play balance
Quote:
To be fair, I ALSO nerfed the missile spells in my campaign. And if memory serves, in the new TFT the maximum size of missile spell is 3 fatigue ST now. Warm regards, Rick. Last edited by Rick_Smith; 08-18-2018 at 04:12 AM. |
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08-18-2018, 08:41 AM | #7 |
Join Date: Aug 2018
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Re: Explosive Gems play balance
Not to get off topic, but I really think the 3 fST limit is too extreme. Unless the mana changes make it different, the way wizards have to "damage" themselves to fight in combat makes the ability to use a big shot to get through armor a necessity sometimes. IMO, too many changes all at once for this new edition.
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08-18-2018, 08:44 AM | #8 |
Join Date: Aug 2018
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Re: Explosive Gems play balance
But you typically have only one shot at a 15 point Wizards Wrath. Unaltered by house rules, there is nothing in the standard rules that prevents a wizard from stocking up on a couple pouches worth of 6d fST free attacks.
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08-18-2018, 05:01 PM | #9 |
Join Date: Dec 2017
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Re: Explosive Gems play balance
Do we know that for sure? That seems too restrictive. If I did anything I would have used the standard 'rule of 5'
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08-19-2018, 07:26 PM | #10 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Explosive Gems play balance
I think weapons that let you be more powerful if you pay to use them add little and are usually a terrible idea. I think explosive gems should be deleted.
This applies whether the price is in $ or XP. Universal solvent has applications like this as well but it's kind of cool so it would be a shame to lose it. |
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