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Re: (TFT) House Rules?



For one limited campaign, I did something similar, though I used an oriental 5 element system. I didn't especially limit the wizards to only spells in their own element. Rather, the prerequisites were skewed pretty heavily towards specialization, though it was fairly common for a wizard to have 2 elemental specialties, or a major and a minor specialty. There were no inherent bonuses to specialization, other than being able to get to more, and more powerful spells. About the only sort of inherent bonus was for spells organized like Fire, where getting a say, 7-hex version meant that the wizard had all the smaller versions. Where things got interesting was that this particular campaign used ley lines extensively. On this world, a ley line was for a particular element, and conferred bonuses to spells of that element depending on the caster's proximity to the line. Not coincidentally, where lines crossed was where most of the interesting stuff was. I don't quite recall what all the bonuses were, but it was mostly things like decreased ST cost and increased duration, and maybe something like getting a 'more of' spell than the one you knew.
Neil Gilmore
raito@raito.com

Quoting Margaret Tapley <barnswallow@sbcglobal.net>:
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. > ===== > Post to the entire list by writing to tft@brainiac.com. > Unsubscribe by mailing to majordomo@brainiac.com with the message body
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