Yes, it makes them too tough in comparison to Heroes in combat. But
so does any spell point system not tied directly to ST.
Consider that a combat wizard nearly always has 2 spells: Staff, and
whatever Missile Spell they can manage. In any spell point system,
whether IQ or ST-based, such a wizard in combat gets to, pretty much
for free, as there's no real penalty, cast high-damage spells with a
missile DX adjustment. When they run out of spell points, they still
get to keep fighting with the staff. They can even wear leather
armour. So if the combat is not in close quarters, it's likely that
a 32 point combat wizard can take out a couple opponents before they
close. That's pretty powerful. And using IQ makes it worse, because
a 32 point wizard with an IQ of 12 can have Fireball, which does an
average of 2.5 hits per ST. If he can land 2 of those for 6 'spell
points' each, that's an average of 15 points per. Yes, he's got to
land them, but it's still pretty good odds. 3 4ST spells averages 10
points, which still isn't bad. And it gets worse if he's got friends
to tank for him.
It also greatly imbalances the rest of the character. There's no no
need for any wizard to ever bother taking ST points, because they
don't do him any good. And no need to ever make the decision of
whether to throw the spell on the basis of him being easier to kill
afterward.
By contrast, a missile weapon using Hero does a lot less damage.
What corresponding change would you make to Heroes to compensate?
Then again, I nearly always automatically reject any of the fatigue
and spell point systems. I don't think they improve anything. They
just make every number bigger.
In any case, this change makes only Wizards more powerful, without
compensation to Heroes. If the game was balanced to begin with,
doing this unbalances it.
Neil Gilmore
raito@raito.com
Quoting Brad Long <brad@longbrothers.net>:
I am toying with the following adjustments to Wizard ...
Wizards get SP (Spell Points) equal to their IQ (not ST).
When SP is depleted they can no longer cast spells.
I realise these ideas are not new and others on this list have made
similar
suggestions/adjustments and incorporated them into their house rules.
Any thoughts?
Does this make wizards too tough - I don't think so - but I need to
playtest
a lot more. Maybe others have already drawn conclusions from their
own
experimentation of this style of change. =====
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