[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: (TFT) Hanging Magic in TFT.



At 10:09 PM 4/24/2015, Meg Tapley wrote:
Or, a character falls unconscious when (damage+fatigue) = ST-1, but doesn't die until they've taken their full ST in damage.

You could do that, but it's a somewhat different issue, which affects everyone's ability to survive debilitating injury, but does not have any effect of what it takes to take someone out of a fight. So, a wizard would still have the dilemma of whether to cast a spell or not, knowing that the more spells they cast, the closer to unconsciousness they would be.

You could do _both_, and get both effects, if you want them. I purposely avoided mentioning this because it doesn't directly address the wizard dilemma per se.


And while we're swiping stuff from GURPS: What about a house rule that lets wizards take damage (rather than fatigue) to power spells in an emergency, gaining a few extra points of available ST? I'd say it should be made freely available as an option on casting the spell, rather than needing a new spell/talent, since it's already balanced by the taking-damage bit.

You could also do that, but that will have a big effect of per-melee balance, particularly wizards vs. fighters. If you can count on healing up if you win, then doing this effectively gives wizards twice as much energy to cast spells as they otherwise would have. So in duel where healing is expected afterwards, it gives a huge bonus to wizards compared to the balance without. If you do do this in TFT, I'd suggest giving a casting success penalty equal to the amount of damage points used, or at least -2 if 5 or more are used in one turn, as per standard injury rules.


=====
Post to the entire list by writing to tft@brainiac.com.
Unsubscribe by mailing to majordomo@brainiac.com with the message body
"unsubscribe tft"