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Re: (TFT) Re: TFT Digest V4 #463



Hey Jay,  Have you ever seen an old boxing game called Ringside, wher they
had various moves like Uppercut and Combination.

There was a matrix showing the effect of two fighters choosing a move
simultaneously and revealing it.

I was reminded of it seeing your list.
ᐧ

On Tue, Dec 1, 2015 at 3:35 PM, Jay Carlisle <maou.tsaou@gmail.com> wrote:

> X > (called Rest for simplicity)
> L > S > C > K > JB > CL > R > T > P > B > Sur > OP1 > OP2 > OB1 > OB2 >
> On Tue, Dec 1, 2015 at 2:17 PM, Jay Carlisle <maou.tsaou@gmail.com> wrote
:
> > Well burst My bubble and point out the flawed model that judges the
> > standard according to what humans value ergo baby chimp is less than
> > human because language is limited to a few phrases when human baby
> > babbles with a bigger vocabulary vocal chords a moot consideration
> > along with motor coordination and similar areas the humans have no
> > advantage in... However the idea is that a statistical mechanic is
> > representative of a definable concept that communicates an objective
> > idea with some precision owing to the quantification so while totally
> > fair as a point about assumptions of what IQ is overall I specifically
> > use IQ as a measure of how quickly a Figure can perceive it's
> > environment defined by IQ > > Figure can take on in Talents, Followers, and Orders and maintain at
> > full effect. In effect the faster a Figure sees the smarter it is and
> > the more specific functions can be maintained in the same period of
> > routine compared to a Figure with a lower IQ. The idea is 1pt of IQ
> > cost in a Talent represents not only the IQ cost to purchase said
> > Talent but also represents the time required in maintaining said
> > Talent each unit of downtime routine not actively engaged in gameplay
> > per say. S^3 fits there as well (S#!^, shower, shave activity and the
> > like) while 2sec/IQ (Joe Average ~0.2 second) is the see/decide time
> > that added with reaction time via DX (1 second / DX) determines which
> > phases are Actionable for a Figure naturally for focused combat that
> > looks at detail the 5 second turn technically subsumes into what's
> > basically a CRT for Melee as far as individual strikes are
> > concerned... I use En Guard!/Swashbuckler style actions/reactions for
> > this focus and the CRT generalization expands up into mass combat by
> > extending scale/duration higher than 1.3m/5sec with the Lords of
> > titles showing the concept isn't unfounded for TFT...
> >
> >
> > On Tue, Dec 1, 2015 at 6:41 AM, Cris Fuhrman <fuhrmanator@gmail.com>
> wrote:
> >> Thomas Armstrong, "7 Kinds of Smart":
> >>
> >>    1. Word smart (verbal intelligence)
> >>    2. Picture smart
> >>    3. Music smart
> >>    4. Body smart (kenesthetic intelligence)
> >>    5. Logic smart (math/science)
> >>    6. People smart (social sense)
> >>    7. Self smart (intrapersonal intellect)
> >>
> >> TFT Talents try to model a lot of these notions, but it still ties bac
k
> to
> >> one number (IQ). Pushing the basic Melee/Wizard model clearly fails wi
th
> >> reality. What about eusociality? Is ant intelligence higher than a
> fighter?
> >>
> >> All models are wrong; some models are useful. (George Box?)
> >>
> >> On Tue, Dec 1, 2015 at 1:20 AM, Jay Carlisle <maou.tsaou@gmail.com>
> wrote:
> >>
> >>> Got the errata
> >>> Thanks
> >>> And I got the IQ 7 for ProotWiz'es although they may not actually be
> >>> proots if the tribe runs them off... anyway, I'z musing as to what
> >>> this might mean looking toward IQ 1 spells, if suchathing exists at
> >>> all that is...
> >>> IDK... Let's just say when testing defenses I find a fruitful first
> >>> start often comes from targeting the assumptions... For general
> >>> discussion I often describe "Magic" as the ability to call a virtual
> >>> particle of specific traits into being via vacuum genesis as the root
> >>> concept being manipulated but that's just one possibility that serves
> >>> more to show how much such a concept can influence the idea as oppose
d
> >>> to say sympathetic magic that may be heavy on components and the
> >>> correct verbal, gestural, procedural components to enact which is
> >>> different from blood magic and yada yada yada... what's magic is
> >>> affecting and area, perhaps at a distance, with an effect, and often
> >>> with force intent on causing damage and whateverelse is lumped into
> >>> the idea of the basic units on "Magic".
> >>> I'm not talking about being "right" or comparing ideas so much as
> >>> trying to point out that a LOT of core concepts are a bit... shaky
> >>> objectively speaking and I think that the shared participation in
> >>> what's in effect a story when the play is through is a major factor i
n
> >>> why a tabletop face to face soul rubbing RPGing gets a nod as a valid
> >>> form of artistic expression albeit it's hard to say how limited the
> >>> potential might be... and la la la, who knows? Still from that
> >>> approach I find a clear expression of the basic "building blocks"
> >>> helps in focusing each different Players visualization of what's
> >>> happening into that shared gestalt of play.
> >>> Uhhhh game as model railroad. There's the top of the model and there'
s
> >>> underneath the model and both are needed for the displays that attrac
t
> >>> the largest number of peoples attention... or describe the target
> >>> interest group better if going that way with it the idea being not
> >>> having a bunch of scenery guys show up to the experimental wiring
> >>> wingding... not as likely to have everybody enjoy the focus that
> >>> way...
> >>>
> >>>
> >>> On Mon, Nov 30, 2015 at 9:19 PM, David Bofinger
> >>> <bofinger.david@gmail.com> wrote:
> >>> > On second thoughts add:
> >>> >
> >>> >    - SUMMON PROOTWADDLE (C: IQ 7, ST 1/1) Summons a prootwaddle [S
> >>> > T 10, DX
> >>> >    10, IQ 6, MA 10, carries two-handed maul 1+1, 1-3 unarmed in HTH
]
> to
> >>> fig
> >>> > ht
> >>> >    for the caster.
> >>> >
> >>> >
> >>> > and modify:
> >>> >
> >>> >    - UNREALISTIC IMAGE (C: IQ 7, ST 1/-) Creates a translucent 1 he
x
> >>> image
> >>> >    that wouldn't normally fool anyone. Last 12 turns. Can be
> disbelieve
> >> d
> >>> on
> >>> >  2
> >>> >    vs IQ. Can be as effective, or almost as effective, as a normal
> Imag
> >> e
> >>> sp
> >>> > ell
> >>> >    in difficult seeing conditions (fog, etc.), if the creature bein
g
> >>> simula
> >>> > ted
> >>> >    happens to be translucent, or if the observer is a prootwaddle.
> >>> >
> >>> > The spells are IQ 7, not IQ 1. Probably should be a space between I
Q
> an
> >> d
> >>> 7.
> >>> > The idea is that an ordinary prootwaddle can't learn them, but one 
of
> >>> those
> >>> > rare freakish prootwaddle geniuses can.
> >>> >
> >>> > --
> >>> > David
> >>> >
> >>> >
> >>> >
> >>> > On 1 December 2015 at 15:05, David Bofinger <
> bofinger.david@gmail.com>
> >>> > wrote:
> >>> >
> >>> >> I think animals should have a sort of IQ crippleware. It can do
> some o
> >> f
> >>> >> what IQ does, willpower and perception for instance, but not
> everythin
> >> g.
> >>> >> And they have instinctive talents like Alertness.
> >>> >>
> >>> >> My IQ 7 spells are:
> >>> >>
> >>> >>    - BLUNT WEAPON (T: IQ7, ST 1/-) A blunt weapon does 1 point les
s
> >>> >>    damage. A weapon can be blunted up to 5 times, subsequent uses
> of t
> >> he
> >>> > spell
> >>> >>    have no effect. Blunting is a permanent effect and can be
> corrected
> >>> by
> >>> >>    Repair or use of a whetstone. Ineffective against weapons that
> are
> >>> alr
> >>> > eady
> >>> >>    blunt.
> >>> >>    - FOG (C: IQ7, ST 1/-) Fills one hex with a magical fog that
> somewh
> >> at
> >>> >>    obscures vision. -2 DX for missiles per hex of fog, and -2 DX i
f
> >>> attac
> >>> > king
> >>> >>    into or out of it. Anyone in or entering the fog also becomes
> >>> slightly
> >>> >>    damp. Lasts 12 turns, or less in wind.
> >>> >>    - KILL RAT (T: IQ7, ST 1/-) Causes 1 point of damage. Does get
> >>> stopped
> >>> >>    by armour.
> >>> >>    - LITERACY (S: IQ7, ST 2/-) Allows the caster to read and write
> any
> >>> >>    languages he knows, but reduces his IQ to 6 and disorders his
> commo
> >> n
> >>> s
> >>> > ense.
> >>> >>    The spell lasts one minute: long enough to, for instance, write
 a
> >>> slog
> >>> > an on
> >>> >>    his own or another prootwaddle's body. The negative effects of
> the
> >>> spe
> >>> > ll,
> >>> >>    however, pretty much guarantee the slogan will be bizarre at
> best a
> >> nd
> >>> >>    gibberish at worst.
> >>> >>    - MAGIC ROCK (M: IQ7, ST V/-) Creates and flings a magic rock t
o
> >>> >>    damage a single target. Does 1D-3 (minimum 0) for each ST point
> use
> >> d
> >>> t
> >>> > o
> >>> >>    cast.
> >>> >>    - PROOT! (T: IQ7, ST 1/-) Makes a loud “Pro
ot! Proo-oot!ï
> >> ¿½â‚¬
> >>> >   noise –
> >>> >>    louder than a prootwaddle can make. Prootwaddles find the sound
> >>> reassu
> >>> > ring.
> >>> >>    Non-prootwaddles find it irritating.
> >>> >>    - PUSH / PULL (T: IQ7, ST 2/-) Victim must roll 3 vs DX, or 4 v
s
> ST
> >> ,
> >>> >>    victim's choice. If he fails he must step directly away from (f
or
> >>> push
> >>> > ) or
> >>> >>    toward (for pull) the caster, or fall down. (As though forced t
o
> >>> retre
> >>> > at.)
> >>> >>    Can also be used to push around inanimate objects, or even
> friends.
> >>> >>    - SPEED HAIR (T: IQ7, ST 3/-) For the next day the target's hai
r
> >>> >>    (wherever on body) grows at twice the normal rate.
> >>> >>    - SUMMON HOUSE CAT (C: IQ7, ST 1/1) Summons a House Cat [ST 4,
> DX 1
> >> 4,
> >>> >>    IQ 5, MA 14. 1-2 in HTH only, -3 DX for enemies to hit it] to
> fight
> >>> fo
> >>> > r the
> >>> >>    caster.
> >>> >>    - SUMMON VERMIN (T: IQ7, ST 1/1) Summons vermin to fight for th
e
> >>> >>    caster, of a kind with which the caster is familiar: rats, bats
,
> >>> piran
> >>> > has,
> >>> >>    piranhakeets, scuttles or something similar at GM discretion.
> Roll
> >>> one
> >>> >  die
> >>> >>    for the number, -1 if the environment is not really suitable, -
2
> if
> >>> hi
> >>> > ghly
> >>> >>    unsuitable, -1 for bats, -2 for piranhakeets.
> >>> >>    - THICKSKINNED (T: IQ7, ST 2/-) Target's skin becomes thick and
> >>> >>    leathery, it stops 2 hits but the target suffers -1 DX.
> >>> >>    - UNREALISTIC IMAGE (C: IQ7, ST 1/-) Creates a translucent 1 he
x
> >>> image
> >>> >>    that wouldn't normally fool anyone. Last 12 turns. Can be
> disbeliev
> >> ed
> >>> > on 2
> >>> >>    vs IQ. In difficult seeing conditions (fog, etc.) can be almost
> as
> >>> >>    effective as a regular Image. Also effective if the creature
> being
> >>> >>    simulated happens to be translucent.
> >>> >>
> >>> >>
> >>> >>
> >>> >> --
> >>> >> David
> >>> >>
> >>> >>
> >>> >>
> >>> >> On 1 December 2015 at 13:23, Jay Carlisle <maou.tsaou@gmail.com>
> wrote
> >> :
> >>> >>
> >>> >>> Agreed David... working up a basic Google.doc for each stat as I
> >>> >>> currently have worked up. In a 3 stat system each stat needs to d
o
> >>> >>> more than a single task and I use IQ as a measure of perception
> and a
> >> s
> >>> >>> a measure of how effective a Figure or Unit can be at
> micro-managing
> >>> >>> its time which in effect allows more Followers/Talents/Orders to 
be
> >>> >>> carried the higher the IQ. Orders are in effect Talents learned a
s
> a
> >>> >>> Unit and able to be executed en mass and the above is more a rule
> of
> >>> >>> thumb guide to what kind of Orders might be expected from a Unit 
of
> >>> >>> whathaveyou rather than trying to pin individual IQ's per say...
> >>> >>> although the point about the monkey is quite interesting...
> assuming
> >>> >>> communication was possible such that an Order set was able to be
> >>> >>> established and the monkey was hip to thinking like a human of
> course
> >> .
> >>> >>> Plant's as individuals may not influence on a Melee scale of acti
on
> >>> >>> but the idea of a bio-region of plants being in a network may all
ow
> >>> >>> some influence on such activity? Agent Orange? IDK... How much do
es
> >>> >>> swimming have to do with smart?
> >>> >>> Great points to mull over Sir, I'd love to see anything You might
> hav
> >> e
> >>> >>> to hand on IQ7 spells by the way... no worries though.
> >>> >>>
> >>> >>>
> >>> >>> On Mon, Nov 30, 2015 at 5:23 PM, David Bofinger
> >>> >>> <bofinger.david@gmail.com> wrote:
> >>> >>> >> IQ
> >>> >>> >> 0 >> >> 1 >> >> 2 >> >> 3 >> >> 4 >> >> 5 >> >> 6 >> >> 7 >> >
>
> 8
> >>> >> >> 9 >> >> 10 >> >
> >>> >>> > TL;DR but I picked this up skimming. My first instinct is that
> it's
> >>> go
> >>> > t
> >>> >>> to
> >>> >>> > be wrong. By these definitions a fighter who owned a pet monkey
> mig
> >> ht
> >>> > be
> >>> >>> > well advised to let it handle the thinking.
> >>> >>> >
> >>> >>> > IQ 7 lets you buy weapon skills. I don't know if anyone's taugh
t
> a
> >>> >>> monkey
> >>> >>> > to fence, but I would guess someone in a circus has tried so
> probab
> >> ly
> >>> >>> they
> >>> >>> > failed.
> >>> >>> >
> >>> >>> > Great apes will occasionally use clubs but that doesn't require
 a
> >>> >>> talent.
> >>> >>> >
> >>> >>> > Some apes have been taught e.g. sign language but that has no I
Q
> >>> >>> threshold
> >>> >>> > unless you call it literacy in which case it's IQ 8.
> >>> >>> >
> >>> >>> > Maybe chimps are IQ 4 to 6? That leaves prootwaddles slightly
> smart
> >> er
> >>> >>> than
> >>> >>> > most chimps which seems right.
> >>> >>> >
> >>> >>> > Birds vary a lot. Some birds, mostly corvids and parrots, are
> reall
> >> y
> >>> >>> quite
> >>> >>> > smart, probably maxing out at IQ 5 or 6. On the other hand
> ratites
> >>> ten
> >>> > d
> >>> >>> to
> >>> >>> > be idiots.
> >>> >>> >
> >>> >>> > Dolphins aren't as smart as popularly imagined.
> >>> >>> >
> >>> >>> > Working at the trailing edge of intellect reminds me of when I
> wrot
> >> e
> >>> u
> >>> > p
> >>> >>> IQ
> >>> >>> > 7 spells for prootwaddle wizards. Magic Rock!
> >>> >>> >
> >>> >>> > --
> >>> >>> > David
> >>> >>> >
> >>> >>> > >> > Post to the entire list by writing to tft@brainiac.com.
> >>> >>> > Unsubscribe by mailing to majordomo@brainiac.com with the
> message
> >>> body
> >>> >>> > "unsubscribe tft"
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> >>> >>> Unsubscribe by mailing to majordomo@brainiac.com with the message
> bod
> >> y
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> >>> >>>
> >>> >>
> >>> >>
> >>> >
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> >>> > Unsubscribe by mailing to majordomo@brainiac.com with the message
> body
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