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RE: (TFT) TFT d20: The Heresy Continues... D&D magic
Hi all, Cas.
If you want the actual rules I'll type
them in and send them to you. What is your
email address?
Rick
-----Original Message-----
From: tft-owner@brainiac.com [mailto:tft-owner@brainiac.com]On Behalf Of
Cas and Lisa (also Silvia, Max & Viveka) Liber
Sent: Monday, August 12, 2002 7:51 PM
To: tft@brainiac.com
Subject: Re: (TFT) TFT d20: The Heresy Continues... D&D magic
Rick I think you have hit the nail on the metaphysical head with rule
alterations 2 & 3. I agree about the reliance on blasting spells. I am wary
of the first however, but may be convinced yet. May I post them on an
'optional rules' page unless you want to put them on a web spot somewhere?
> I agree that missile spells are over powered.
> I've fixed this in two ways. First I've added to the
> minimum IQ preq of missile spells. +1 IQ for Magic
> Fist; +2 IQ for Fireball; +3 IQ for Lightning; and
> +4 IQ for Wizards Wrath.
Not bad...........
> Second, I've said that a maximum of 5 fST per
> turn can be put into a missile spell. So if you
> want to throw a 15 die Lightning bolt, you have to
> ready it for 3 turns (with huge crackling energy
> building up on your outstretched arm saying: 'kill
> me fast!').
>
I like it! Epsecially once the party makes an ST battery or two and allows
for more roleplaying and gives opportunity for setting up/justifying
ambushes etc.
> (If the wizard is knocked down the missile
> spell goes off in a random direction which is
> irksome if a friendly party is about.)
>
Good rule.
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