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Re: (TFT) Wizard mods - out of balance?
At 13:51 -0400 3/20/11, TFT Digest wrote:
It just grumbles me a little when I see people making TFT talents out to be
some kind of 'entry-level' barely can hitch a plow kind of skill, that is in
need of buffing.
My thoughts on this series:
1) There are cool spells, and cool talents, written into the books
that are simply out of reach for 32-point beginning characters.
Greater Magic Item Creation, Unarmed Combat V, Summon Dragon
(realistically), etc. I think it's pretty natural (and I certainly
have always felt that way) to wish we could see that cool stuff in
action, and therefore to wish we had characters good enough to use
them. So that's an emotionally compelling argument to *sometimes* use
higher level characters.
2) On the other hand, IMHO, it's way more powerful to assemble teams
of characters than to try to turbo-boost a single character. Examples;
1 crossbow/missile weapons guy
1 Halberd guy
1 chainmail, tower shield, rapier guy
or
1 ST10 DX12 IQ10 wizard (knows AID, trip, speed, etc.)
1 ST8 DX10 IQ14 wizard
the combined arms effect can be really massive if employed properly.
In addition, you get to double the number of actions your side gets.
So, teamwork and diversity is where it's at in creating powerful
parties.
For my money, the combat strength of a party is more or less
proportional to taking the total number of optional character points
(whatever is added to the basic ST8, DX8, IQ8) and dividing by 8. So
4 32-pointers is more or less equal to two 40-pointers, one
56-pointer, etc. This breaks down eventually, and I don't have a good
grip on the effect of magic items.
This is where I see the real answer to the "wimpy beginning
character" perception.
3) DMG2's comments both on role-playing making a character more fun
and on the amazing flexibility of the TFT system deserve repetition,
but I can't say it more eloquently than he already did, so I'll just
add "hear, hear!". You absolutely do not need a UCV martial arts
master with a few magic spells thrown in or an IQ-20 master wizard to
have a whole lot of fun.
And my attempts to apply the principles, in the last adventure I ran:
Characters start at 32 points, but get to "work" on the jobs
table for 6 months (if they die, they get another character, but only
what's left of the 6 months). That put some scatter into the point
totals, encouraged players to come up with back-stories, and pushed
the inclusion of non-pure-fighting talents. I also Extended "builder"
to include mundane talents, with salary
$40/week plus ($5/week * (IQ spent on mundane talents)).
I was also pretty insistent that non-combat talents would come in
handy (and put the appropriate hooks into the adventure).
The best couple of moments of the adventure were direct consequences
of the resulting back-stories and excellent character playing.
--
- Mark 210-379-4635
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