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Re: (TFT) Is this a decade of thought? SO SAD!



----- Original Message ----- From: "Margaret Tapley"


From: "Jay Carlisle"

DOAH!
Chemistry is IQ 13 and Alchemy is IQ 14...

?

My dyslexya kicks in at some of the worst moments...

IQ 15 & 19 respectivally.

goodness!



...I looked it up the other day and I think 13 & 14 is right,
according to ITL (darn sure there's no IQ 19 Talents). Quit beating
yourself up :)

rotfl

I'm counting experience for buildings and it's messed my head up for other things right now...

Looking at 1 point of IQ as a function of time though is basicly saying that a IQ 20 Figure is twice as fast a study as a IQ 10 Figure, which makes sense from a ST 20 is twice ST 10 pov. So ten IQ 10 researchers could be looked at as 100 IQ for some purposes... but not a research breakthrough requiring IQ 20.

So if the dark lord burns down a lab with ten 8 ST, 8 DX, 20 IQ researchers does he get exp for the IQ destroyed, or just the 16 for combat?

I figure if a Wizard gets 20 exp per week for working on magic items then why not 20 per week for research? If Write Scroll or Explosive Gem counts then a 8,8,16 starting Wiz could be 36 pts in 6 months, 40 pts a year after that and then gets a pt per year for the next 5 years...

It could be worse; AD&D gave exp for tresure.


EXPERIENCE
ADJUSTMENT AND DIVISION OF EXPERIENCE POINTS
The judgment factor is inescapable with respect to weighting experience
for the points gained from slaying monsters and/or gaining treasure. You
must weigh the level of challenge - be it thinking or fighting - versus
the level of experience of the player character(s) who gained it. With
respect to monsters, each hit die balances 1 experience level, counting
each special ability and each exceptional ability as an additional hit die,
and also counting any hit point plus as an additional hit die. Dividing the
total adjusted hit dice equivalent of the monsters slain by the total of all
levels of experience of all characters who hod a part (even if only 1
. missile, blow, spell, etc.) in the slaying yields a fraction which is the
measure of challenge. If the numerator IS greater than the denominator,
then full experience should be awarded. If the denominator is greater, use
the fraction to adjust the amount of experience by simple multiplication.
(Note: It may be necessary to adiust character level in the same manner as
is done with monster hit dice in order to gain a true evaluation; as, for
example, 12 orcs are not equal to a wizard!) Therefore, the following rule
applies:
If the average hit dice or level is 10 times greater than the average
level or hit dice, there must be an adiustment of at least halving or
doubling the experience point (x.p.) award as the circumstances
dictate, except if the lesser group is approximately 20 times more
numerous than the greater value group.

...

EXPERIENCE VALUE OF TREASURE TAKEN
Gold Pieces: Convert all metal and gems and jewelry to a total value in
gold pieces. If the relative value of the monster(s) or guardian device
fought equals or exceeds that of the party which took the treasure, experience
is awarded on a 1 for 1 basis. If the guardian(s) was relatively
weaker, award experience on a 5 g.p. to 4 x.P., 3 to 2,2 to 1,3 to 1, or even
4 or more to 1 basis according to the relative strengths. For example, if a
10th level magic-user takes 1,OOO g.p. from 10 kobolds, the relative
strengths are about 20 to 1 in favor of the magic-user. (Such strength
comparisons are subjective and must be based upon the degree of
challenge the Dungeon Master had the monster(s) pose the treasure
taker.)
Treasure must be physically taken out of the dungeon or lair and turned
into a transportable medium or stored in the player's stronghold to be
counted for experience points.
All items (including magic) or creatures sold for gold pieces prior to the
awarding of experience points for an adventure must be considered as
treasure taken, and the gold pieces received for the sale add to the total
treasure taken. (Those magic items not sold gain only a relatively small
amount of experience points, for their value is in their usage.)
Note: Players who bolk at equating gold pieces to experience points
should be gently but firmly reminded that in a game certain compromises
must be made. While it is more "realistic" for clerics to study holy writings,
pray, chant, practice self-discipline, etc. to gain experience, it would not
make a playable game roll along. Similarly, fighters should be exercising,
riding, smiting pelts, tilting at the lists, and engaging in weapons practice
of various sorts to gain real expertise (experience); magic-users should be
deciphering old scrolls, searching ancient tomes, experimenting
alchemically, and so forth; while thieves should spend their off-hours
honing their skills, "casing" various buildings, watching potential victims,
and carefully planning their next "iob". All very realistic but conducive to
non-game boredom!

...

Award experience points normally. When each character is given his or
her total, also give them an alphabetic rating - E, S, F, or P. When a
character's toto1 experience points indicate eligibility for an advancement
in level, use the alphabetic assessment to assign equol weight to the
behavior of the character during each separate adventure - regardless of
how many or how few experience points were gained in each. The resulting
total is then divided by the number of entries (adventures) to come up
with some number from 1 to 4. This number indicates the number of WEEKS
the character must spend in study and/or training before he or she actually
gains the benefits of the new level. Be certain that all decimals are retained,
as each .145 equals a game day.
Not only must game time be spent by the character desiring advancement,
but treasure will have to be spent as well. The amount of gold pieces, or
the equivalent in value in gems, jewelry, magic items, etc., is found by
using the following simple formula:
LEVEL OF THE TRAINEE CHARACTER X 1.500 = WEEKLY COST DURING
STUDY/TRAINING.
The level of the aspiring character should be computed at current (not to
be gained) level.

...

All training/study is recorded in game time. The period must be uninterrupted
and continuous. He or she cannot engage in adventuring, travel,
magic research of any nature other than that concerned with level advancement,
atonement, etc. If there is a serious hiatus in the course of
training/study the character loses all of the benefits of the time spent prior to the interruption, as well as the total funds advanced for the traininglstudy,
and he or she must begin anew if a level of experience is to be
gained. Under no circumstances can a character gain additional experience
points by any means until he or she actually acquires the higher level
through the required training/study course. Thus, a character who successfully
adventures and gains experience points which not only equal a new
level but are almost sufficient to gain yet a second such level, cannot opt
to-forego the period of training and study necessary to go up a level in
favor of gaining a few more points and training and studying for two
levels at once. ONCE A CHARACTER HAS POINTS WHICH ARE EQUAL TO OR
GREATER THAN THE MINIMUM NUMBER NECESSARY TO MOVE UPWARDS
IN EXPERIENCE LEVEL, NO FURTHER EXPERIENCE POINTS CAN BE GAINED
UNTIL THE CHARACTER ACTUALLY GAINS THE NEW LEVEL. This rule applies
to bards, as noted (for failure to make the necessary contributions and
payments).

...

When a fighter obtains 9th level (Lord), he or she may opt to establish a
freehold. This is done by building some type of castle and clearing the
area in a radius of 20 to 50 miles around the stronghold, making it free
from a11 sorts of hostile creatures. Whenever such a freehold is established
and cleared, the fighter will:
1. Automatically attract a body of men-at-arms led by an above average
fighter. These men will serve as mercenaries so long
as the fighter maintains his or her freehold and pays the men-at-arms; and
2. Collect a monthly revenue of 7 silver pieces for each and
every inhabitant of the freehold due to trade, tariffs, and taxes.

...

Assume that the player in question decides that he will set up a stronghold
about 100 miles from a border town, choosing an area of wooded hills as
the general site. He then asks you if there is a place where he can build a
small concentric castle on a high bluff overlooking a river. Unless this is
totally foreign to the area, you inform him that he can do so. You give him
a map of the hex where the location is, and of the six surrounding hexes.
The player character and his henchmen and various retainers must now go
to the construction site, explore and map it, and have construction
commence.
If you have not already prepared a small scale map of the terrain in the
area, use the random generation method when the party is exploring.
Disregard any results which do not fit in with your ideas far the place. Both
you and the player concerned will be making maps of the territory - on a
scale of about 200 yards per hex, so that nine across the widest part will
allow the superimposition of a large hex outline of about one mile across.
Use actual time to keep track of game time spent exploring and mapping
(somewhat tedious but necessary). Check but once for random monsters in
each hex, but any monster encountered and not driven off or slain will be
there from then on, excepting, of course, those encountered flying over or
passing through. After mapping the central hex and the six which surround
it, workers can be brought in to commence construction of the castle. As
this will require a lengthy period of game time, the player character will
have to retain a garrison on the site in order to assure the safety of the
crew and the progress of the work (each day there will be a 1 in 20 chance
that a monster will wander into one of the seven hexes explored by the
character, unless active patrolling in the territory beyond the area is
carried on).
While the construction is underway, the character should be exploring and
mapping the terrain beyond the core area. Here the larger scale of about
one mile per hex should be used, so that in all the character can explore
and map an entire campaign hex. There are MANY one mile hexes in a 30
mile across campaign hex, so conduct movement and random monster
checks as is normal for outdoor adventuring. Again, any monsters encountered
will be noted as living in a hex, as appropriate, until driven out
or killed.
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