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Re: (TFT) Wargame 5 --> Wizards in TFT Wargame --> Apprentices DX



Makes sense to pay based on ability...

However, I didn't think all apprentices did was cast Aid in emergency situations. In fact, though I may mis-remember, I thought apprentices were simply a generic requirement when enchanting, and it combat-like DX rolls actually played no part, so in that case, a DX 8 apprentice would be fine.

In my campaign I had some interesting Aid apprentices. As I recall, one was a hobgoblin porter/apprentice named Zalu with very high ST (maybe 16), DX maybe 8-9 but he wasn't really a mage, so he was at -4... and two spells that I remember: Aid and Far Vision. The players hired his master (who did not know Far Vision) and him for an expedition that involved hunting around, and routinely Zalu would be called upon to attempt to cast Far Vision, and it was rather amusing wondering if Zalu would burn through all his fatigue before he succeeded or not. But when Zalu did manage to cast Aid on the first try, he could be pretty effective. You just sometimes had to wait around. Or even camp overnight so he could rest and retry multiple times. His master was a low-ST high-IQ goblin with some interesting spells some of which I think required more fatigue than he naturally had, so it was a pretty amusing situation.

PvK

At 10:03 PM 8/23/06 -0700, Rick Smith wrote:
Hi all,
  I have a bit more time & thought I should expand
on this.

  In regular TFT rules, Apprentices get paid the
same regardless of DX so long as they have the Aid
spell.  I knew this was silly but didn't bother
about it until some PC's set up a laboratory.  In
order to gain a competitive advantage over their
NPC competitors they offered apprentices $55 but
had a week long job interview where the youngsters
had to cast dozens and dozens of one point Aid
spells on a tester.

  They only hired Apprentices with DX 13+ and 11+
ST.

  Well my NPC's were not going to take this laying
down, etc.  Soon the 'apprentice market' was
rationalized and I made the average $50 and did
my best to ignore it there after.


  An apprentice with DX 8 will miss 3/4 of the time
costing 1 fST per error.  One at DX 10 makes 50% of
his tries and one at DX 13 makes 3/4 of his attempts.

  In addition, wizards want fST NOW, when they are
creating powerful magical tools and items.  An
apprentice that misses a lot of the time is just
not worth it.

  For simplicity, in my campaign, no one hires
apprentices DX 9 or lower.  Those at DX 10 or 11 get
half wages (including time being taught spells) but
they still must be paid for room & board.  Those
with DX 12 or higher get standard rate.

  There are apprentices with DX 11 and less, but
they have powerful economic incentives to practice
their spells until they are better, or find some
other line of work.


  Has anyone else felt the need to rework App.'s
wages based on DX and or their fST?

  Warm regards, Rick.


On Wed, 2006-08-23 at 21:06, Rick Smith wrote:
> 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.
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