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Re: (TFT) Ogre PC
Since the DM is using the D&D magic system for the non-combat parts of the
game, I would probably try to create generic rules for how to cast a D&D
spell during TFT combat, altering as little as possible of the D&D magic
system. So, for example, I'd let the casting success or failure be
determined by D&D rules (though hitting with a missile spell that can miss
in D&D would require a TFT to-hit roll). I probably wouldn't require
fatigue use for spells, using instead whatever system D&D uses to limit
spellcasting. You'd just need some guidelines about range conversion and
time required to cast spells. Damage points from magic also need to be
converted, and I'd probably set that conversion rate rather low, since TFT
ST remains pretty low, while D&D hitpoints are on an insane
ever-increasing system. It probably needs a curve-to-linear conversion to
come out anywhere near balanced.
PvK
On Tue, November 14, 2006 5:12 pm, Todd Roseberry wrote:
> I gave my TFT intro the other night. I can't bring myself to describe in
> civilized terms the reaction of my friends. Chilling, maybe. One of them
> has a
> third level ogre cleric in D&D. I converted him as a magic user that
> wielded a
> halberd and had priest talent. I mostly focused on combat assets and
> abilities. Instead of giving him TFT spell, my D&D DM wanted me to convert
> spells. Well, things didn't go well.
>
> Here's what I did:
>
> ST: 18 DX: 10 IQ: 15 MA: 10
>
> Spells
> 1.. Attune (T): +1 to any save for 1 target (+/-1 to ST/DX/or IQ) Lasts
> 1d6
> rounds. Cost: 1 ST
> 2.. Cure Minor Wound (S): heals 1 point of damage. Range: touch.(no -DX
> adjustment for adjacent hex). Cost 1ST.
> 3.. Denounce (T): -1 to any save for 1 target (+/-1 to ST/DX or IQ).
> Lasts
> 1d6 rounds. Cost 1 ST.
> 4.. Devotional (S) +1 to any saves (ST/DX/or IQ) for 30 rounds). Range:
> touch (no -DX adjustment for adjacent hex). Cost 2ST.
> 5.. Guidance (S): +1 to attack/save, etc. {lost my note on this one}
> 6.. Call Upon Faith (S): +3/15% that gods favor die roll/situation.
> Cost:
> 2ST
> 7.. Cure Light Wounds: (T) Heals 1d6 hit points of damage (or fatigue,
> if
> desired). Reverse does 1d6 damage to opponent. Cost 2ST to heal, 1ST to
> inflict damage.
> 8.. Sanctuary (S):Wards attackers per D&D spell. Cost 2ST.
> 9.. Staff (S). Creates a wizards staff from any piece of wood.
>
> Racial abilities: Tough Hide (stops 2 as "Veteran" talent)
>
>
>
> Unarmed combat damage: 1+1. 1+2 in HTH.
>
>
>
> The Player was not impressed by the fact that his casting ability was
> limited
> by his DX. I increased his DX over the standard for ogres and increased
> his IQ
> WAY over the standard for giant folk. This had to be done otherwise there
> was
> no chance for him to be a spellcaster.
>
>
>
> The DM approached me to introdcue TFT in order to streamline the combat. I
> only converted spells that appeared to have some combat applicability. I
> suggested that most of the spells: attune, denounce, devotional, guidance
> could be mimicked by Aid since TFT's saving throws are attribute based.
> The DM
> wanted me to keep to the spell name and function so it was familiar. The
> party
> would use D&D the rest of the game.
>
>
>
> Any suggestions on how to make the character better? I thought he looked
> pretty good based on what I think an Ogre Cleric would be like. I did make
> him
> a 1-hex creature. Should he be 2 or 3 hexes? Any input is appreciated.
>
>
>
> Aidan
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