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Re: (TFT) Magic in combat and TFT... --> Of course peasants get the short end of the stick.



On Thu, 2006-08-24 at 18:35, ErolB1@aol.com wrote:
> I ended up applying the KISS principle. I dropped most of my complex rules 
> for adding skill points and simply ruled "heroes get twice their IQ in skill 
> points."
> Talents I ended up rewriting, and mostly made more powerful by allowing them 
> to stack. 

By heros do you mean heros and wizards or just non-
wizards?


> 
> Hero (and major villian) NPC's I make using the same rules as PC's. The 
> non-hero "mundane" class is for Joe Peasant and Jane Goodwife. And Tom the common 
> alley-basher thug. 
 
Ah, I see.

> >From your previous message I gathered that you found high IQ spells to leave 
> wizards more powerful than fighters, even after giving more skill points and 
> improved talents, and even with the standard short spell durations. That you 
> had to put extra restrictions on magic on top of this, in order to balance 
> fighters and mages. Was I mistaken?

Well yes and no.

I have restricted magic in a number of ways.  Several
very powerful spells I've increased the IQ of or 
dropped from the campaign.  I nerfed Illusions (now
Illusions can only be of standard summoned creatures
and Illusions of anything are called Phatasmals.
Phantasmals are higher IQ, cost 1 more fST and 
can not kill you, if you are killed by one you fall
unconscious.)  

However this must mostly just 'balancing' spells
with in themselves.  The primary way that I made
fighters tougher relative to wizards is by giving
them more talents for high level figures.

Warm regards, Rick.
=====
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