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Re: (TFT) Wizard talent templates
Michael Taylor writes:
> 1. Isn't all this talk about wizard 'specialties' really just a
> way of doing GURPS' Limited Magery?
I don't think so. IIRC, GURPS places two limitations on Spell
Casting. 1) Colleges and 2) Magery. Some spells require you
be a member of the college and have a sufficiently high level
of magery to cast them. I think what we're proposing is simply
using one or the other, but not both.
> 2. It seems like all these 'specialities' will make magic more
> common. Is this desirable? Wont magic lose some of its'
>'wonder' if it becomes more common? Does magic need to be more
> powerful?
I don't think this will be the end result. A more likely outcome
is more 'hedge-wizards', with the really powerful wizards being
few and far between.
> 3. Can't all this magic specialization be done with role-playing?
> What's to stop a character (or a GM declaring an NPC) to be
> an 'accupuncture mage'?
The focus of this is to increase the role-playing opportunities
for a wizard character. The current system doesn't let a wizard
learn too many other talents, they just cost too much. The
proposed system would let a wizard learn Courtly Graces, Diplomacy,
Tactics, Strategy, etc. All of which would be useful to a
wizardly advisor. I'm sure you can think of other examples.
Dan
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