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Re: (TFT) Avert Spell --> TFT vampire rules suck.
Hi Todd, everyone.
I remember once my wizard was closely surrounded
by 6 evil wizards. I had MH Avert and cast it on
my own hex!!!!
So they had to move 2 hexes per turn and could
not cast spells. We slaughtered them easily,
which really put out the GM who wanted them for
the climatic conclusion. I didn't care, I was
in 7th heaven. It Was Perfect.
The effect lasts for as long as the spell is
powered.
I don't think that it would hurt things if the
Vampire Avert had a maximum range of 5 Mhexes
or something.
I was underwhelmed by the TFT vampire rules.
The Vampyre rules in an Interplay were a bit
better. I suggest that you rewrite them before
your adventures since THEY SUCK.
Very warm regards, Rick.
On Mon, 2007-29-10 at 23:26 -0500, Todd Roseberry wrote:
> Gents,
>
> I've been trying to put an adventure together that involves vampires. ITL
> states that holy symbols act like Avert spells on vampires under 14 IQ. Well,
> I looked at AW and realized that I don't recall how to play the Avert spell.
>
> The text for the spell states that a victim must end his movement at least 2
> hexes further from the wizard than he started, each turn the spell is on. Does
> this mean that an ongoing Avert spell/holy symbol would push an opponent back
> 2 hexes ever turn and the opponent could not approach closer? I vaguely recall
> that when we played 25 years ago, we just kept the opponent two hexes away
> but the spell seems to state that ever turn the distance is increased by 2
> hexes from where the opponent started that turn. As stated in AW, it seems a
> wizard could move away from the opponent and the opponent would still move
> back 2 hexes from where the opponent started as long as the spell is
> energized, or with vampires as long as the holy symbol is present. There
> doesn't seem to be a range where the Avert ceases to work. I'm assuming this
> is the first thing it happends regardless of which side won the initiative.
>
> How do you guys play this spell?
>
> Aidan
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