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Re: (TFT) introduction



Hi Pat, 
	Welcome to our little community!

	The two talents you suggest are great, I can 
imagine they are popular with your players. (Have you
ever actually found some players or is it strictly solo?)

	One consern of mine is that the talents feel
'too mechanical'.  For example my least favorite magic
items are the Attribute Adders from AW.  They were
boring and felt like items that were put in because they
were easy to discribe using the game system, rather than
because they improved the fantasy.  (I changed them
around to give them more personality but that is a
different essay...)

	In other words, the talents seem to be more
about the GAME SYSTEM than about a specific
ability that people could train for.

	Is there any way that they can be changed
some how to make them fit better in a fantasy world?
For example, perhaps they could be benifits that 
accrue to you if you trick a spirit into serving you or
something.  Perhaps each person can have only one
spirit serving them in this way (and it takes a REALLY
good spirit to do both advantages...).

	The way I see it, there are 3 things I would
want to preserve about Pat's idea:

1)   Can only be used rarely (once per session in his e.g.)
2)   Only affects bad luck, not luck 'earned' by your enemies
	skill.
3)   Low attribute figures can pick these up.  They are not
	based on being an established hero.


	Anyone else have any thoughts on this?


	A question; does a roll of a 3, turned into a roll
of a 5, still generate a possible critical hit if those rules are
being used?

	Thanks!
	Rick

>     Here are two IQ7 talents I've found useful:  Nothing is more annoying 
>than to be all hepped up for a good fight only to have your opponent roll 3 
>or 4 and cut your favorite character down in his/her prime, so...
>
>     Luck.  Cost: 2IQ.  allows a character, once per adventure session, to 
>ignore the worse effects of a critical hit against him; ie treat an 
>opponent's roll to hit of 3 or 4 as 5 -- still does damage, but not double 
>or triple damage.  Luck does not count against fencing skill.
>
>     Grace.  Cost 2IQ.  Can be applied once per adventure session.  Gives a 
>player character the panache to turn a total flub into less disastrous 
>results -- treat a roll of 17 or 18 as 16.  A warrior will still miss but 
>does not drop or break his weapon.  The quality of grace is probably of more 
>use to wizards; let the player improvise a description of how the spell's 
>energies are misdirected, as long as the results are not to the caster's 
>advantage.
>
>                               Respectfully,
>                               Pat Keleher


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