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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