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Re: (TFT) Wargame 5 --> Wizards in TFT Wargame
OK, so when you say "apprentice" you mean someone more like a "professional
apprentice." But that will make wizard-squads even rarer. I'd count what you
call novices and what I call apprentices as being among the 1-in-300 of the
population who's a wizard.
This is also one of the reasons why I extended spell durations; with Aid
spells extended to 1 minute (12 turns) IMC, a high Dx isn't quite so critical. If
an apprentice can take three or four tries to cast an Aid when called on, then
a Dx 10 or Dx 11 becomes viable.
I've also expanded the rule, in Advanced Melee, about getting a bonus for
extra time. By the book it's an optional rule that gives +1 Dx for "aiming" for 1
turn or +2 Dx for two turns, and it's implied that the bonus applies to melee
only. Or at least to weapon-attacks only.
IMC I've extended it to spellcasting and boosted the bonus (but limited it
to one extra turn only). The bonus in Etan for aiming 1 turn is +4 Dx with
melee attacks, spells, and rifles, +2 Dx for crossbows and for guns other than
rifles, and +1 Dx for all other ranged attacks.
Erol
In a message dated 8/23/2006 11:06:58 PM Central Daylight Time,
rsmith@lightspeed.ca writes:
> Novices are youngsters that are learning magic.
> Apprentices are from 32 to 35 attributes with Aid spell.
> Journeymen are supposed to be better than that, with at least a 10 IQ.
>
> A 12 DX is considered a minimum if you want
> work as an Apprentice. Otherwise there is too
> great a chance of you failing twice when a
> wizard needs some fST.
>
> Regards Rick.
>
>
> On Wed, 2006-08-23 at 16:20, ErolB1@aol.com wrote:
> > In a message dated 8/23/2006 10:40:56 AM Central Daylight Time,
> > rsmith@lightspeed.ca writes:
> >
> >
> > > On Tue, 2006-08-22 at 23:59, ErolB1@aol.com wrote:
> > > > However, I think you're badly underestimating the efficiency of St
> > > transfer
> > > > via Aid spell. If each apprentice has Dx 11, that's still a 37.5%
> chance
> > > of the
> > > > transfer failing. And a successful transfer goes away in two turns if
> not
> > > > used, by the book. That isn't very long at all.
> > >
> > > In my campaign an Apprentice with a DX of 11 will
> > > have a hard time finding work and won't get full
> > > pay if he does. However, your point is well taken.
> > > Even apprentices with DX 13 will have wastage.
> >
> >
> > !!!
> > Just what does a typical Apprentice in your campaign look like,
> > attribute-point-wise?
> >
> > I think of them as 30-34 pt characters; typically St 11, Dx 11, IQ 10.
> > Maybe the difference is that I don't use your "superscript" rules.
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