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Re: (TFT) House Rules?



On Nov 1, 2010, at 4:10 PM, Matthew Skipper wrote:

That sounds like a pretty cool idea! I've never been that fond of magic that is completely devoid of flavor, which I feel overly generalist magic typically is (magic can do EVERYTHING!!!). It also allows for different character types and builds. Have you seen the TFT-JME yahoo group's spell groups breakdown?
There are some interesting ideas in there I think.

I don't think so - where can I find it?

I might see about trying something along what you are proposing. Though I agree that determining the 'balance' mechanic is where the difficulty lies. You might want to consider having some generic spells (detect magic) that all
the elements can use.

That was in the plan. Staff, Detect Magic (as you mention), Aid, probably several more. I hate to make Light a non-generic spell since we use it so much in our campaigns, but it really seems like it should belong in the Fire specialty, so...


On Nov 1, 2010, at 4:18 PM, raito@raito.com wrote:

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.

The idea of being able to have multiple specialties is really cool, allowing for more character customization, etc.. I'll have to see if I think of a way to work it in...



--- On Mon, 1/11/10, Margaret Tapley <barnswallow@sbcglobal.net> wrote:

From: Margaret Tapley <barnswallow@sbcglobal.net>
Subject: Re: (TFT) House Rules?
To: tft@brainiac.com
Date: Monday, 1 November, 2010, 20:59

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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