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#51 | |
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Join Date: Sep 2018
Location: North Texas
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Quote:
*BTW, how do wizards access higher IQ spells in HOW if they can't increase their IQ after character creation? Seems like a significant flaw in that system.
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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; 12-17-2023 at 03:03 PM. |
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#52 | |
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Join Date: Apr 2023
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From the introduction, says the intent is to mimic early Moldvay experience and keeping characters lower-powered engenders more teamwork to accomplish epic tasks while they build skills up to +6 on a skill roll. As i mentioned earlier, experience needed to build a skill doubles every "level". Last edited by Jpot; 12-17-2023 at 02:58 PM. |
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#53 |
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Join Date: Sep 2018
Location: North Texas
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Right, except you can't learn a spell that don't have the IQ for (as I read it) so I have to wonder why they didn't remove the IQ prerequisites for spells like they did for skills.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#54 |
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Join Date: Apr 2023
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Under Magic & Spells, Page 22, 1st paragraph states that only a wizard character can learn & cast spells above his own IQ, rolling 4/IQ to cast.
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#55 | |
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Join Date: Sep 2018
Location: North Texas
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"Learning new skills or spells applies only if your IQ allows it by having space to learn a new skill or spell." So apparently a wizard can cast the spells by rolling 4 instead of 3 dice, but not learn them. How can you make more space for new spells (or skills) if you can't increase the attribute value? We don't need to get too caught up in the specifics of HOW's ruleset, though. It's just one way talent 'levels' might work.
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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; 12-17-2023 at 04:00 PM. |
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#56 | |
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Join Date: Apr 2023
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Each character gets only 5 points for skill/spells to start as per RAW. So a beginning Wizard w say IQ12 will take time to gain experience/gold & find/learn the spells while playing that will fill his slots. Keep in mind he will need skills too! In other words, it seems it would be a fairly low-powered campaign in most respects. Meanwhile you can also opt to use that xp to increase skill or spell power. |
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#57 | |
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Join Date: Jun 2008
Location: Boston area
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#58 | |
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Join Date: Sep 2018
Location: North Texas
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It's an interesting take on the system and has some great supplements.
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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; 12-17-2023 at 06:52 PM. |
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#59 |
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Join Date: Jun 2008
Location: Boston area
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#60 |
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Join Date: Mar 2022
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Just a comment back to the one of the original core topics/questions on talents and progression. We did a few things to expand character development with use of talents. The first one we did was separate combat vs non combat talents. Combat talents were seen as contributing to/preventing the increase or decrease of an opponents ST related to wounds (so in this case Physicker was grouped in the combat talent bucket as well as Detect Traps) and noncombat talents were used outside of melee, like Business Sense. We allowed PCs 1/2 points of IQ for non combat talents (round up). That has allowed more talents adoption without over powering a PC in combat. The second was we defined simple Classes similar to DnD but strayed somewhat to keep more of the TFT feel of professions. If you opted for one of these classes you received a combat "Talent Packet" and a "Non combat Talent Packet" that tailored the talents to the profession. For each Talent Packet you received a "free" talent in each Packet for learning a focused profession, assuming traing and support from a mentor, guild etc. We tested each for awhile and were happy so have retained them.
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