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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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