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Re: (TFT) Magic: illusions, cities
I don't find Illusion to be overpowered, any more than the usual Heroes
vs. Wizards arguments. Remember, the original Wizard said that wizard
duels really only get interesting if each duellist doesn't cast a damage
spell first. But it is one of the spells that nearly every Wizard has.
But I play the rules pretty straight. I don't play with giving extra
fatigue, or extra IQ, or any of that stuff. I feel that it detracts from
one of the positive points of TFT. That point being that you must roleplay
your character, rather than your character's numbers, because there just
aren't enough numbers to play. Since that is my view, I don't want the
extra numbers in there screwing things up. Remember, my campaign is more
Nehwon than Middle Earth.
So in my campaign, Wizards are pretty limited in the number of spells they
can know. Naturally, this makes me prefer more general spells. I do
encourage Wizards to take higher-level spells when they can so that they
can vary the level of spell they cast, such as knowing 7-hex Illusion lets
you also cast the smaller Illusions.
As for the thousands of years arguments, that just doesn't work in my
campaign for a couple reasons. The first is that because of the Guild
structure, any Wizard who is researching spells is unlikely to just give
it up to the Guild. The second is that, at least in the main campaign area
where the Guild exists, it is entirely controlled behind the scenes. And
those guys have a vested interest in not allowing new spells to exist.
Neil Gilmore
raito@raito.com
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