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Re: (TFT) Hanging Magic in TFT.
At 10:09 PM 4/24/2015, Meg Tapley wrote:
Or, a character falls unconscious when (damage+fatigue) = ST-1, but
doesn't die until they've taken their full ST in damage.
You could do that, but it's a somewhat different issue, which affects
everyone's ability to survive debilitating injury, but does not have
any effect of what it takes to take someone out of a fight. So, a
wizard would still have the dilemma of whether to cast a spell or
not, knowing that the more spells they cast, the closer to
unconsciousness they would be.
You could do _both_, and get both effects, if you want them. I
purposely avoided mentioning this because it doesn't directly address
the wizard dilemma per se.
And while we're swiping stuff from GURPS: What about a house rule
that lets wizards take damage (rather than fatigue) to power spells
in an emergency, gaining a few extra points of available ST? I'd say
it should be made freely available as an option on casting the
spell, rather than needing a new spell/talent, since it's already
balanced by the taking-damage bit.
You could also do that, but that will have a big effect of per-melee
balance, particularly wizards vs. fighters. If you can count on
healing up if you win, then doing this effectively gives wizards
twice as much energy to cast spells as they otherwise would have. So
in duel where healing is expected afterwards, it gives a huge bonus
to wizards compared to the balance without. If you do do this in TFT,
I'd suggest giving a casting success penalty equal to the amount of
damage points used, or at least -2 if 5 or more are used in one turn,
as per standard injury rules.
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