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Re: (TFT) Wizard mods - out of balance?



Well what I like about the current system is that it ends up being useful to have special ways to combine the old, frail wizard with higher strength, higher DX, young wizards, so that the young wizards can be used as the physical aspect and the older one the more mental aspect, allowing REALLY big spells and object creation and stuff....
On Mar 17, 2011, at 11:34 PM, Margaret Tapley wrote:

Another idea is to allow ways for wizards to spend less ST on a spell. Maybe if the spell is a certain number of points below their IQ level, it costs less, similar to the way that the farther a spell is below a wizard's IQ level, the less he has to do physically in order to cast it. Or, you could allow "specialization", the in-game logic being that if a wizard knows a lot of similar spells, he gains better understanding of how those spells work, allowing him to use less ST to cast them. This would enable the stereotypical old, frail, high-IQ wizard to still have access to things like summoning large dragons.
Still, I definitely would rather have the number of spells a wizard  
can cast linked to ST, not IQ. Just seems better balanced. The ST- 
battery staff is a rule I've played with once or twice, and it's  
nice. In the standard rules, a staff is pretty much just an  
implement of self-defense, but that rule gives it a dual- 
functionality which is very convenient. Tends to mitigate the "one- 
shot wonder" syndrome a little.
Of course, when the wizards do decide to go for the one-shot wonder  
(14-die Lightning bolts, etc.), it just makes it that much more  
spectacular...
- Meg

On Mar 12, 2011, at 2:49 PM, David O. Miller wrote:

Brad,

We've played with ST split into two categories, normal "Hit Points" and "Magic" points. For a fighter this means nothing changes, it only effects Magic Users.
From my web site:

 Wizards ST: Wizards ST is broken into Normal ST and Magical ST. Normal ST is used to record wounds against while Magical ST is used to cast spells. I know doing this has its advantages and disadvantages but the main advantage is to keep a wizard who has cast all but one of his ST points from being killed by a simple wound that does only a few points of damage. I never liked the idea that casting a spell somehow hurts a wizard or causes so much fatigue that a simple wound will kill him. This solution (while not ideal) works well enough during regular play.
 ST as Damage to Wizard: Another idea concerning Wizards ST is  
that after a Wizard is completely out of Magical ST he (or she) can  
continue casting spells but at a considerable, physical strain.  
After depleting the normal Magical ST the Wizard becomes fatigued.  
To continue casting spells at this point now physically hurts the  
Wizard. To represent this let the Wizard mark off two Normal ST  
hits as internal wounds to gain one point of Magical ST to power  
spells. This basicaly doubles the cost of all spells. I liken it to  
an emergency situation where a Wizard starts giving up some of  
himself to manipulate the powers that produce magic. Makes for  
great role playing moments as well.
We've also toyed with the idea of a spell that allows a Magic User  
to permanently gain two extra Magic ST points for every 1 Normal ST  
he permanently sacrifices. This way you can have weak ST, old magic  
users that are extremely powerful magically. It gets you away from  
the Conan the magic User syndrome.
Dark City does something similar to these rules by adding in  
Magical Staffs. These are used as "Power" batteries that can be  
drained to cast spells. It's pretty much the same thing. Both split  
ST in two and both require a little extra paperwork. The exception  
is that in the Dark City rules a wizards staff could be taken away  
from him, in effect cutting his reserve magic power in half. Makes  
for good role playing situations. However, personally I simply  
prefer magic energy coming from within, not from an external  
battery. Of course there's nothing wrong with just using both of  
these concepts. I have played with "Power Stones" (basically  
reservoirs of magical energy). These are similar to Soul Gems in  
"Oblivion" if you've ever played that video game and similar to  
Dark City's Magical Staffs.
Dark City also has you roll spells against IQ instead of DX. This  
is an old idea that in some cases this makes a lot of sense. Spells  
that require mental energy should be rolled against IQ, like  
illusions. Manipulative Spells like missile spells could still be  
rolled against DX. Just adds more complexity though.
Anyway, those are some of my thoughts. Hope they are helpful!
David O. Miller



On Mar 11, 2011, at 10:25 PM, Brad Long wrote:

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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