Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip

Reply
 
Thread Tools Display Modes
Old 03-18-2021, 04:38 PM   #1
Skarg
 
Join Date: May 2015
Default Re: Aid Spell, Damage, and Fatigue

I think of it like this: A wizard who gets Aid ST has magic spell energy for 10 seconds, that makes them stronger, able to use the energy for spells, and perhaps able to stay conscious in spite of wounds. If they cast a spell with Aid ST, the spell uses the energy of the spell rather than their own strength.

I am not at all able to imagine it as layering on physical muscle that would get neatly reduced by a wound such that after being hacked up, they're pristine after the spell wears off.
Skarg is offline   Reply With Quote
Old 03-18-2021, 07:30 PM   #2
phiwum
 
Join Date: Jun 2008
Location: Boston area
Default Re: Aid Spell, Damage, and Fatigue

Quote:
Originally Posted by Skarg View Post
I think of it like this: A wizard who gets Aid ST has magic spell energy for 10 seconds, that makes them stronger, able to use the energy for spells, and perhaps able to stay conscious in spite of wounds. If they cast a spell with Aid ST, the spell uses the energy of the spell rather than their own strength.

I am not at all able to imagine it as layering on physical muscle that would get neatly reduced by a wound such that after being hacked up, they're pristine after the spell wears off.
Yeah, okay, perhaps my attempt to tie the effect to actual physical changes which take the wounds was a bit off the wall. I don't reckon I buy it either.

But I do think that a simpler picture where wounds and fatigue are treated similarly makes sense to me.

In the original context of the Death Spell, it's the only way a non-Conan wizard could kill a stronger character (in terms of ST) --- if we take the ST loss described in the text as wounds. And I think it makes sense that a powerful wizard with oodles of mana in his staff should be tougher with a Death Spell than a fledgling wizard with the same ST but no mana. The Death Spell should be useful, and not just to oddly bulky wizards.

That said, our interpretation of Aid probably shouldn't be justified in my desire that the Death Spell be useful.
phiwum is online now   Reply With Quote
Old 03-18-2021, 11:00 PM   #3
Skarg
 
Join Date: May 2015
Default Re: Aid Spell, Damage, and Fatigue

Quote:
Originally Posted by phiwum View Post
... In the original context of the Death Spell, it's the only way a non-Conan wizard could kill a stronger character (in terms of ST) --- if we take the ST loss described in the text as wounds. And I think it makes sense that a powerful wizard with oodles of mana in his staff should be tougher with a Death Spell than a fledgling wizard with the same ST but no mana. The Death Spell should be useful, and not just to oddly bulky wizards.

That said, our interpretation of Aid probably shouldn't be justified in my desire that the Death Spell be useful.
I'd say the Death Spell is useful, even powerful, but it's one of many TFT spells that sound useful at first, then seem like "how can THAT be used practically?", and then, if someone thinks enough about it, there are some actually quite useful applications of the spell, but only in certain conditions... and that's a GOOD thing, because the game would be extremely deadly if the Death Spell were easy to use and good for many situations.

The original context of the Death Spell was Wizard the microgame, which still applies to wizardly duels and some other fights. Wizard combat is about managing remaining ST, and often a close wizard duel will come down to two wizards with just a few points left. In that context, a capable wizard (with IQ 16 and DX at least 12...) who is sure they have more remaining ST than their opponent, may welcome a spell that will kill a foe outright. (If you know a foe has lost 3 DX due to wounds, the spell only costs 1-3 points to kill someone, and if you have ST 4+, you know you won't be the one dying.)

It'd also be good against a really tough enemy warrior who has armor but is heavily wounded. Your fighters might likely get slaughtered trying to finish him off, but you can kill him with one spell that can't be countered by anti-missile spells, nor by Stone/Iron/Diamond Flesh magic.

And in a campaign, the Death Spell can become rather more powerful with the use of Aid ST & DX, powerstones, and now in Legacy, staff mana, you can boost your ST & DX and/or recharge your fatigue before casting the spell, making the range and safety of the spell rather greater than it would be if you don't bring in those boosts.

Someone already mentioned the assassination use, as well.

Again, because the effect is outright death, it's good that it's a risky and not easy spell to make conveniently useful. It'd be pretty grim if it were as easy to use as Sleep, for example.
Skarg is offline   Reply With Quote
Reply

Tags
buffs, fatigue, magic, strength, wizards


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:35 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.