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Re: (TFT) Brewing Healing Potion - Rick's rules on combat potions



In my own instance of Cidri, I've added two talents "Quick Ready" and "Quickdraw [weapon talent]".  Quick Ready is prerequisite for both Quick Draw and Thrown Weapons. It is a 1 IQ cost talent confering the abilty to arrange 5 non-weapons using bandoliers, belts, etc. such that you can ready and use them in the same round. So, this allows players the option of having a bandolier of potions, for example. But, one of the five objects could very well be a key kept in a convenient spot.  It can also be used for bullets, powder, shot, cranquin, arrows and crossbow bolts.  In using this talent, you assume that the object is ready at hand, speeding up actions minimally.  I limited the talent to rule of five to keep it from being ridiculous. I do not count magic items in quick ready slots to be a ready magic item, but like always, you can only have 5 magic items readied at once, even if you quick ready something.

Like I said, quick ready is prerequisite to quick draw since you have to know the science of placing items to effectively quick draw anything.  Quick Draw in my book is IQ cost per related talent.  So, you can get quickdraw sword and then quickdraw axe mace, etc..  

Thrown weapons was a short-sighted gotcha to this system.  I ammended the rules to make quick ready prerequisite to thrown weapons because  it didn't make sense with quick ready that you could quickready a softball and use it, but you could not quickready a grenade and use it.  So, I've essentially stripped out thrown weapon talent's "ready and throw" ability into it's own talent.

The second gotcha was for two weapons talent.  I experimented with having "quickdraw" second weapon talent for IQ cost, but it was kinda dumb so I allow quickdraw sword, for example, to enable quick draw of two swords at once.

Good Fortune,
Richard 
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