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#1 |
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President and EIC
Join Date: Jul 2004
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There are places in the Spell Table where a higher level spell should arguably be the same as the lower level spell, just cast with more understanding and therefore a more potent result.
Should Iron Flesh and Diamond Flesh [not published yet, but it's what you think it is] have the SAME cost as Stone Flesh, so in effect the higher wizzes are doing the same spell but better? That might get them used more. What if we had Turn Missiles at IQ 10 (missile just barely misses), Dispel Missiles at 12, and Reverse Missiles at 14, all at the same cost? (A mechanical problem with that is that I simply have no more room in the Spell Table in Wizard.) What if improved Fire/Shadow/Wall spells all had the same cost for increased area of effect? |
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#2 |
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Join Date: Aug 2004
Location: Carrboro, NC
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We always played that higher level spells included the lower ones. Such as 7 Hex Wall gives you 3 hex wall and 1 hex wall, Lightning came with Fireball and Magic Fist, etc.
So this proposal feels like a little more of the same. A greater effect in exchange for higher requisite IQ. I like it. |
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#3 |
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Join Date: Oct 2015
Location: New England
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I'd keep them separate. Magic Fist ain't no Fireball. And how would that work for Summoning spells? Would you get Summon 7-hex Dragon for the same fatigue cost as Summon 4-Hex Dragon? That just seems dangerous to me.
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#4 |
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Join Date: May 2015
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* FWIW, the Codex had it that you could learn the higher versions without using more IQ Cost, but I think you still needed to do the in-game learning actions in AW (find a book or teacher, spend time). But requiring each version to be learned independently could be interesting too.
* I think it's important/interesting that there remain at least some differences in spell ST cost for different power levels, or else you remove a choice/tradeoff which makes things less interesting. However if e.g. when you learned Summon Dragon, Summon Small Dragon became cheaper for you, that could be an interesting option. * Cast Flesh spells were one thing, but a single self-powered Stone Flesh ring (stacked w. Fine Chainmal & Warrior for 9 total protection) went a long way to undermine my first TFT campaign. Hopefully Iron Flesh will still require 14-hex dragon hides and Diamond Flesh will have even rarer components. Personally, I'd probably add a category of items that can't be self-powered and put the Flesh enchantments in it. |
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#5 |
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Join Date: Nov 2010
Location: Arizona
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I'm not so sure that every spell needs to be in Wizard; assuming, that is, that you are still going to expand the spell lists in the AM/AW/ITL combined book (with things like LIGHT, and whatnot). If my assumption is correct, just add the extra spells in there and keep the basic Wizard relatively simple...
I don't know that I agree that every advanced spell should encompass all the lesser spells (some, maybe, on a case-by-case basis, but definitely not all). I could see saying that it replaced the lesser version (in IQ limit terms), but not that you get three spells for the price of one. To me that's just a "gamey" way of avoiding the IQ limits... |
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#6 | ||
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Join Date: May 2015
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Quote:
Wizard was a learning product, and something that only cost $2.95 and got you a nice map and counters. The spell list was detachable, but also (FWIW - not trying to subvert the publishing plan, just saying) I almost never used Melee or Wizard after getting Advanced Melee/Wizard, except for rare peeks to look at the art or figure out why someone remembered the rules differently (we always preferred the AM/AW rules, though I later found out that not everyone did). Quote:
One point though that I didn't see mentioned is that IF there is a limit to total IQ Cost then someone wanting to go from e.g. Fire to 3-Hex Fire is faced with a kind of annoying and even-more-gamey-seeming dilemma of choices: i.e. it makes sense to want a more powerful version of the spell as you reach IQ 12, but if you have to spend 1 IQ Cost for 3-Hex Fire on top of Fire, do you want to have someone wipe your mind of normal Fire so he can learn a different spell, but if he does, now he has to spend 2 ST to light his cigar instead of 1? Etc. Last edited by Skarg; 07-22-2018 at 04:59 PM. |
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#7 | |
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Join Date: Jun 2010
Location: Alsea, OR
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#8 | |
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Join Date: Apr 2014
Location: Coquitlam B.C.
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The flesh spells are SO much more powerful that I would be leery about keeping them at the low fatigue ST cost for all. Gaining extra armor is huge. I'm not troubled by having more spells in ItL than in the Wizard microgame. As for other spells being supersets of earlier spells, I'm not troubled by that. Warm regards, Rick. |
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#9 |
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Join Date: Jan 2018
Location: Sydney, Australia
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#10 | |
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Join Date: Apr 2014
Location: Coquitlam B.C.
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When I rewrote the magic item list, I made all items non-self powering for consistency. Many items became cheaper, but the flesh spell items became non-self powering at no reduction of cost. Getting magic armor is so powerful that I wanted it to be expensive. Warm regards, Rick. |
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