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Re: (TFT) Critical Spell Failures
--- ErolB1@aol.com wrote:
> In a message dated 2/21/2004 2:23:31 PM Central
> Standard Time,
> rsmith@lightspeed.ca writes:
>
> >What are people's feelings about critical
> >spell failure and bigger penalties when a wizard
> >rolls an 18?
>
> I've noticed that the longer I game, the more I
> loathe it. Now that I've
> gamed for 25 years, I really really hate the idea.
Ditto.
As a player, I always marvelled at how these critical
fumbles never happened to the NPC badguys.
DragonQuest: GM says, "Kur'ua'mor has a legion of 200
undead troopers." I say, "200 at three rolls a piece
is 600 rolls, about six critical fumbles." GM says,
"Ah... yeah. He was lucky."
> >I like the idea, but I have not seen
> >anything better than a roll on a table which, tho
> >flexible, seems a bit clunky. Any thoughts?
I'm working with another guy on a RPG ruleset where if
you need (for instance) 7 units of magic to get a
spell off, and you only produce 6, those 6 units do
_something_. This ties the fumble to the intended
effect of the spell, and increases the chance of
fumble as the mage reaches further beyond his
skills/powers/whatever.
> the Death Spell which will
> kill you if you don't have
> sufficient St, or the long-distance teleport which
> will take you to someplace
> "interesting" if you fumble the Dx roll. But for
> run-of-the-mill spells, it's
> a bad idea.
A fumble effect built into a spell is different from a
table of random cheeses. For one thing, it at least
makes some degree of sense _thematically_.
> I suppose that one other place for spell fumbles is
> in a "bugger the wizards" campaign - but I
> wouldn't want to touch such a game.
Ditto. I think often a GM will 'turn up the pain'
when he's got "giver's remorse". You know the type,
looks in the mirror, sees Monty Haul, turns around and
maims the wizard.
> But I still wouldn't want to play in such a game.
Sometimes, it's the only game in town.
=====
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