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Re: (TFT) spell prefixes (vote please)
Message text written by INTERNET:tft@brainiac.com
>>>>>>It has no rationale outside of game mechanics.
In general I agree with the sentiment. However, I've often felt the same
way about the Aid spell!
So I always figure these kinds of "taste" issues (should something be
included that is *purely* game mechanic) is a province of the GM.
>>>>>>This one I don't mind. If you combine it with the SPI game Sorcerer,
>>>>>>where different colors have advantages/disadvanges over other colors,
>>>>>>it could get pretty darn interesting.
Strangely enough, I've never seen the game Sorcerer, but I *do* use a Color
College system of magics (from White Dwarf #113 and #114) that *does* use
colors. So in my fantasy campaign you can use this to pretend to be a
"Jade" wizard or an "Amber" wizard.
>>>>>>> Concentration (IQ 12, Costs 5 FST).
>>>>>>Now what is the point of this?
Not much in a "Classic" campaign, but I'll explain how I use it later.
>>>>>>> A Confusion spell will be invisible
>>>>>>What in the world does that mean?
Means I'm a crappy editor. The origional spell was probably "Ray of
Enfeeblement" and I did a bad Search and Replace that put 'Confusion' in
its place! Sorry about that....
>>>>>>> magic-user needs to use it. When so called, there is effectively no
casting
>>>>>>> time is involved (0 AP)
>>>>>>In TFT, there are no casting times and no AP's.
True - In "Classic" TFT. However, In the Starleader: Assault! Metagame
Howard Thompson basically rewrote Melee for science ficiton using AP
(Action Points). I liked this much better than Melee and use it for TFT
combat.
Which means that while you dont have casting time, you *can* reduce the
number of AP's that a spell costs to cast, essentailly making it take up
"less time" (a spell normally costs 4 AP to cast like any other attack - if
you reduce that AP cost, you can make additional attacks or even cast
additonal spells).
>>>>>>Not that TFT spells generally have material components.
Actually, on Ty Beard's TFT web site, he bascially says (as an optional
rule) that "All spells have material components" and I agree with him and
use this rule. Material components are a good GM tool for game balance
("How much bat guano do you have left?") and bascially I just think
material components are cool!
So, yeah, it's definitely a D&Dish article, which I generally frown upon
(and I like the idea of Talents that do the same thing, but I don't think
I've seen them) but I thought the idea was cool enough to be worthwhile
including as a way to make wizards more distinqiushable.
Michael
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