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Re: (TFT) Magic: illusions, cities



I dont think the find illusion to be over powered. The wizard with 8 str is
so limited in what he can do over the course of multiple fights that he is
living on the edge most of the time.

As for the other list of spells, staff knock etc, I will give you the same
argument.

The mage throws a hand full of fire crackers, then hes a sitting squishy
duck.

In an active dungeon his days are numbered. This is a big deficit over hero
systems fantasy hero where a mage can throw knocks till he drops dead after
double dipping pensions, at the age of 95.

Just to let you know, this is ontop of splitting sFatigue away from hit
points.

Depends on the campaign you want to run.

That brings up another question:

I always thought that every one can see the illusionary fighter/myrmidon
that the mages just summoned. My interpretation of mass illusion was that
group of myrmidons appears. Oh well.



On Tue, May 8, 2012 at 9:28 AM, <raito@raito.com> wrote:

> I don't find Illusion to be overpowered, any more than the usual Heroes
> vs. Wizards arguments. Remember, the original Wizard said that wizard
> duels really only get interesting if each duellist doesn't cast a damage
> spell first. But it is one of the spells that nearly every Wizard has.
>
> But I play the rules pretty straight. I don't play with giving extra
> fatigue, or extra IQ, or any of that stuff. I feel that it detracts from
> one of the positive points of TFT. That point being that you must roleplay
> your character, rather than your character's numbers, because there just
> aren't enough numbers to play. Since that is my view, I don't want the
> extra numbers in there screwing things up. Remember, my campaign is more
> Nehwon than Middle Earth.
>
> So in my campaign, Wizards are pretty limited in the number of spells they
> can know. Naturally, this makes me prefer more general spells. I do
> encourage Wizards to take higher-level spells when they can so that they
> can vary the level of spell they cast, such as knowing 7-hex Illusion lets
> you also cast the smaller Illusions.
>
> As for the thousands of years arguments, that just doesn't work in my
> campaign for a couple reasons. The first is that because of the Guild
> structure, any Wizard who is researching spells is unlikely to just give
> it up to the Guild. The second is that, at least in the main campaign area
> where the Guild exists, it is entirely controlled behind the scenes. And
> those guys have a vested interest in not allowing new spells to exist.
>
> Neil Gilmore
> raito@raito.com
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