[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
(TFT) TFT: One-Post Digests Again
Hey Joe. Digest #3 was a short one (only two posts within) and now we're
back to one post per digest. They started showing up tonight.
Another thing . . . as far as I can tell the post pasted below never
showed up on any digest at all. Based on the date (04 June) it should have
showed up on V2 #2, but it's not there nor in any digest after it.
(Normally I wouldn't have noticed this, but I sometimes check the archives
to see what the latest posts are before the digest comes out.) There might
be other posts missing in other past digests, but I haven't verified beyond
this one.
>From: "Dave Seagraves" <dseagraves@austin.rr.com>
>Date: Wed, 31 May 2000 20:23:15 -0500
>
>Dan writes . . .
>
> >Another thing you might try is forcing non-Guild members
> >to go through the spell-research process each time they
> >want to learn a new spell.
>
> Yuck! That is very time consuming and expensive just
>to learn a spell that already exists, even after first
>watching someone else cast it and then reverse-engineering
>it. Time to join the Wizards' Guild.
All Dan had to do was say "forcing non-Guild members" and a red flag
went up.
> So in this case the Guild has a monopoly on teaching
>new spells to others? I take it a non-Guild wizard /could/
>teach a student a spell (using the normal rules on AW10)
>but not /legally/, right? If so, the huge cost difference
>between learning and half-researching a spell would create
>an instant black market in spell tutoring and spellbooks.
> So before no characters ever joined the Wizard's Guild.
>Now we have /all/ experienced wizards joining in order to
>keep up as they gain experience. Actually it's even worse.
>Consider the same wizard in your example who wants to learn
>Reverse Missiles. The most efficient way to do this is:
>
> 1. Join the Guild.
> 2. Use option 2 or 3 (in LEARNING NEW SPELLS) to learn
> the spell. Since he may do nothing else during this
> time, he has no income. Since he has no income, his
> dues are nothing (see ITL29).
> 3. After learning the spell, quit the Guild. The wizard
> has just learned a spell without paying the Guild a
> dime (except perhaps indirectly through the
> /instructor's/ dues).
>
> So the only way this would be meaningful (other that
>role-playing considerations) is the existence of a law (or
>some other requirement) that forces practicing wizards to
>be members of the Guild.
> I admit that what you propose is somewhat interesting,
>but does this really add anything to a campaign? I imagine
>this would just be annoying to players who play wizards.
>To me the added complication is not worth it, either as a
>player or GM.
>
I ask anyone. Has there ever been a GM who penalized a player for
leaving the Guild. Wouldn't they just assume they had gone on an adventure
and maybe hadn't come back. In my campaign things were always so intensely
desperate that defacto approval from the wizards' Guild was implied. If any
wizard character actually survived with money and in some civilized place
with a guild hall, they would immediately be welcomed, and free to spend as
much as they wished. On the other hand, if one wishes to sell something to
the guild hall, then they have to join the guild and pay dues, and even then
they will only get half value of the Items.
A Scenario: Bring some magic sword in to be analyzed. The spell works
and the mages face lights up. He looks you right in the eye and says "ever
thought of joining the wizards guild?" To me this raises the question of
warriors paying dues to the wizards guild.
>
> >> Of course this could be extended to apply to all
> >>other types of guild memberships. Now characters would
> >>have a decent reason to join a guild.
> >
> >Except perhaps some kind of warriors guild. There are
> >two ways of acquiring talent with a blade: a) lots of
> >practice (drilling) or b) actual combat. Warriors joining
> >a guild (or army) may get some ability to learn combat
> >skills in a non-lethal environment.
>
> So how would this keep warriors from learning weapon talents faster
>because of Warriors' Guild membership?
>Wouldn't help and advice from seasoned veterans at the
>Guildhall be just as good as the same from experienced
>wizards at the Wizards' Guildhall?
>
>Dave Seagraves
Well, I have to ask where Dan read that warriors could get experience by
practice? But aside from that, I would like to publish for the first time
the only classified document that I ever had for the wizards' guild. It
shows how many apprentices on average are required to make the magic items.
Number of Apprentices is calculated at 25 ST a day as per AW page 30 minus
the 25 ST of the wizard.
David Michael Grouchy II
Wiz apprentices Spell ST a day
1 0 Slow Movement 15
1 0 Drop Weapon 20
1 0 Light 10
1 0 Avert 25
1 0 Darkness(1 hex) 20
1 0 Dark Vision 25
1 0 Lock 15
1 0 Knock 15
1 0 Trip 20
1 0 Speed Movement 25
1 0 Dazzle Gem 10
1 0 Silent Movement 25
1 0 Slippery or Sticky Floor 20
1 0 Curse(-1 to all rolls) 25
1 0 Fireproofing 25
1 0 Fresh Air 25
1 0 Gems: Summon Wolf 25
1 0 Gems: Summon Myrmidon 25
1 0 Gems: Summon Bear 25
1 0 Gems: Summon Gargoyle 25
1 0 Quiver of Replenishment 20
1 0 Amulet vs. Disease 25
1 0 Maintain Image 20
1 0 Ring(etc.) of Control 25
1 0 Restringing broken Torc 20
1 0 Limiting Spell 25
1 0 Staff Of Power
1 0 Proxy 25
1 1 Detect Life 50
1 1 Detect Enemies 50
1 1 Rope 50
1 1 Eyes-Behind 50
1 1 Word of Command 50
1 1 Flaming Weapon 50
1 1 St battery(1 point) 40
1 1 St battery(5 points) 50
1 2 Blur 75
1 2 Clumsiness(-1) 70
1 2 Confusion(-1) 70
1 2 Weakness(-1) 70
1 2 Far Vision 70
1 2 Gems: Summon Giant 75
1 2 Gems:Summon Small Dragon 75
1 2 Maintain Illusion 75
1 2 2-Hex Magic Carpet 75
1 2 Hammertouch 75
1 2 Little Death 75
1 2 Increase one Attrib(+1) 75
1 2 Gate Lock 75
1 2 Hand of Glory 75
1 2 Weapon/Armor enchantment 75
1 2 Unicorn Horn 75
2 2 Flaming missile weapon
1 2 Serpent Torc 75
1 2 Cleansing 75
1 3 Freeze 100
1 3 Invisibility 100
1 3 Telepathy 100
1 3 Geas 100
1 3 Amulet of Skepticism 100
1 3 Zombie Ring 100
1 3 Detect Magic 100
1 4 Shock Shield 125
1 4 Sleep 125
1 4 Magic Rainstorm 125
1 4 Flight 125
1 4 Telekinesis 120
1 4 Amulet vs. creature 125
1 4 Amulet vs. 1 elemental 125
1 4 1-Hex Pentigram 125
2 4 4-Hex Magic Carpet
1 4 Expunge 125
1 4 Long-Distance Telepathy 125
1 4 Insustantiality 125
1 4 Spellsniffer 125
1 5 Quiver of Replenishment
With silver arrow 150
1 5 Quiver of Replenishment
With silver arrow
and DX+1 150
1 5 Amulet vs. Drunkenness 150
1 6 Shadow 175
1 6 Reverse Missiles 175
1 6 Persuasiveness 175
1 6 Stone Flesh 175
1 6 Dispel Illusions 175
1 6 Glamor 160
1 6 Astral Projection 175
1 6 Amulet vs. all elementals 175
1 6 Shapeshifting 175
1 6 Crystal Ball 175
1 6 Gate Key 170
1 7 Fireball 200
1 7 Mage Sight 200
1 7 Gems:Summon 7hex Dragon 200
1 7 Unnoticeability 200
1 7 Bound Small Demon 200
1 7 Lense of translation for
each original language 200
1 8 Amulet vs. Drowning 210
1 8 Spell Sheild 225
1 8 Charm(+2) 225
1 8 Magic Fist rod(1 point) 225
1 8 Fireball rod(1 point) 225
1 9 Iron Flesh 250
1 9 Wards 250
1 9 Charm(+1) 245
1 9 Lighning-bolt rod(1 pt) 250
1 9 Magic Fist 235
1 10 Destroy Illusion 270
5 10 7-Hex Magic Carpet
1 10 Giant Rope 275
1 13 Lense of translation
Add 1 language 350
1 14 Lightning 375
1 14 Wizard's Wrath 375
1 15 Teleport 400
1 17 Wizard's Wrath rod(1pt) 450
1 19 Long-Distance Teleport 500
________________________________________________________________________
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com
=====
Post to the entire list by writing to tft@brainiac.com.
Unsubscribe by mailing to majordomo@brainiac.com with the message body
"unsubscribe tft"
Dave Seagraves
Seagraves Mutual Fund dseagraves@austin.rr.com 1 (512) 255-2760
Current fund value: $1.92 per share.
=====
Post to the entire list by writing to tft@brainiac.com.
Unsubscribe by mailing to majordomo@brainiac.com with the message body
"unsubscribe tft"