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Re: (TFT) House Rules?



I've been thinking about doing something similar, but with magic and based on the four classical elements. The idea is that a wizard character can decide to specialize in one particular element. Then, spells related to that element are easier either to learn or to use, and he also gets to learn spells unique to that element. So a wizard specializing in Fire might be able to cast the Fire spell at no ST cost, or learn it at IQ 8 instead of 9, or get a DX bonus when casting it, or some combination of those (Right now I'm in favor of the DX bonus idea, but something else might occur to me later...). Ty's site had some ideas for elemental spells, which I'll probably use.

The system would, obviously, have to be balanced, which means that a specialist would have more trouble casting spells outside their specialty than a non-specialized wizard would have with those same spells. Hmm...

On Nov 1, 2010, at 8:15 AM, Matthew Skipper wrote:

But they are written with the 'feel' of Medieval Christianity and praying for miracles whose effects are minor and typically invisible rather than the idea of a high fantasy world (or even a mythological one, say like Glorantha)
wherein the gods grant powers to their followers.

As to making miracles a rule, its pretty simple, you base them off spells, but you tailor the list to the gods in question. A Fire/Sun god should provide different abilities from a Storm or Healing God. You just need to create a spell/miracle list to fit the god and decide how to handle the talent that
gives access to such abilities.

--- On Mon, 1/11/10, raito@raito.com <raito@raito.com> wrote:

From: raito@raito.com <raito@raito.com>
Subject: Re: (TFT) House Rules?
To: tft@brainiac.com
Date: Monday, 1 November, 2010, 12:40

I disagree. The Talents, as written, are pretty vague.
And I don't think that there's any good way to make miracles a rule.
Neil Gilmore
raito@raito.com

Quoting Matthew Skipper <tywyll@yahoo.com>:
It allows more divergence because the character types behave differently. A priest is a priest per the current tules, and their behavior is based on
fantasy
'Chrisrian ideology' more or less (i.e. Prayers create intangible benefits, reliance on faith, etc). If you want a world where priest perform miracles
and those miracles are
directly tied to the gods (so a war priest and a storm priest do different things), then you have to jiggle the system somewhere. Further by creating
those
concepts and tying their benefits to mechanics you create more divergent
characters because they are quantifiably different.
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