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Re: (TFT) New file on Healing Spells in TFT.
Hi all,
I've a new page up with the healing spells I suggested a long time ago,
plus high IQ regenerative healing and revival spell. It can be found here...
http://tft.brainiac.com/RicksTFT/SpellsTFT/HealingSpellsInTFT.html
Jeff, thanks for the comments.
Basically, you ALWAYS use EVERY modifier. The purpose of having
the several terms is that I hoped to make it both realistic and make it so
the PC could work at improving their population / income in a logical
manner.
Thanks!
Warm regards, Rick.
On 2015-08-26, at 7:10 PM, Jeffrey Vandine wrote:
> I've read through the material. I can't comment on the accuracy of the unde
> rlying numbers (have you looked into the "Magical Medieval Society" books t
> o see if your calculations match theirs?), since I haven't had any time to
> do the research overall.
> However I will say that I think it's a bit overcomplicated. While I r
> ealize economics is a complex system of interrelating effects that can caus
> e each individual factor to change in unexpected ways, I have to ask if we
> really need to simulate that.
> For example, I use the tables from the old Microgame Trailblazer to simulat
> e a simplified mercantilist trading economy within a limited region.
> It seems to work well enough, let's the players use the system to generate
> income if they want to become merchants, and at the very least let's me log
> ically structure trade and caravan routes for those periodic "caravan guard
> " stints, or anti-pirate campaigns. (If anyone wants to see the table
> s, I'll see if I can put the thing together at some point when I reach a pl
> ace where I can work on something for an uninterrupted while. If you
> already own the game, then you can use the tables, all you need to do is co
> me up with the commodities to be traded, assign them the necessary values s
> o you can determine individual price points in the main trading locations,
> and you're all set.)
> Likewise, I can see using the agricultural output table from After the Holo
> caust (an old SPI game about post-nuclear or other disaster reconstruction
> that focused heavily on economics) to generate an agricultural output -- it
> would be enormously simpler than the various calculations listed on your p
> age, and the SPI tables vary output based on number of controlled areas (wh
> ich could be used as an analogy for your hex sizes) with more territory und
> er farming leading to more average results (if you only have a limited area
> under control, the fluctuations in agricultural output can be extreme and
> very damaging -- this, in fact, could lead to trade opportunities, as your
> neighbor's demesne may have suffered from unusual weather, a bad locust epi
> demic, or whatever while yours got off relatively lightly -- meaning you mi
> ght be able to sell some grain there...and he might have to buy it; from su
> ch conditions fortunes are founded and wars are begun.
>
> I'm not trying to knock your work -- it's really pretty interesting, but as
> the GM, I would prefer something that I can do in a couple of minutes and
> still give a logically consistent answer without having to try to figure ou
> t which table applies where and for what. Also, I think if you're goi
> ng to leave the page up for a while, you should spend some more time clarif
> ying the opening section -- the jump from koku to ares and hectares is a li
> ttle confusing, especially when you consider that the conversion doesn't se
> em to be described in enough detail. Additionally, you need to provide more
> information on how to read that first table -- as it stands it's quite dif
> ficult to figure out. Remember, you've been (obviously) thinking abou
> t this for quite some time, but we're just now seeing it. Walk us thr
> ough it a bit, if you can.
> Actual amounts of food raised are difficult things to get your arms around.
> Just glancing through the internet, for example, the absolute minimu
> m of land to feed a person for a year is about 7500 square feet -- that's a
> plot 75x100 feet -- and that is roughly what the Japanese achieved in the
> medieval period through a combination of intensive agriculture, and extreme
> good fortune in terms of soils and weather to support rice growing.
> And that works out to about 0.07 hectares per individual (or an average pop
> ulation density of 3700 per square mile). If we assume that for TFT m
> agical support was used, this might be possible for a wider area. How
> ever the FAO states that, on average, it takes about half a hectare to supp
> ort a single person (including a diversified modern diet of meat and vegeta
> bles, fruit and grains). So I don't know what would be the acceptable
> answer.
> But again, maybe we don't actually need to know all that -- if we go with a
> simplified table on agricultural output, then you can skip a lot of the co
> mplex math involved, but still come up with a reasonable and logically cons
> istent answer. Which is really all we need to play, isn't it? T
> hen there's the whole issue of fishing....
>
> I'm reminded of the time I attended an Air Force targeting conference where
> a bunch of 50lb brains sat around and calculated how much the detonation o
> f a nose fuze itself (about an ounce of high explosives) would retard the p
> enetration of a bomb before the full explosive train could detonate.
> They did indeed, after several hours of intense math, calculate that it wou
> ld slow the bomb enough to cost it several microns of penetration into the
> target, but that the answer really was "who cares?" We then broke for
> lunch. I'm not saying we're at that point yet, but I suspect we coul
> d get there pretty quick! ;-)
>
> From: Rick Smith <rick_ww@lightspeed.ca>
> To: tft@brainiac.com
> Sent: Wednesday, August 26, 2015 4:28 PM
> Subject: (TFT) New file on Farming in TFT.
>
> Hi all,
> I have put up a new page on the TFT wiki that Joe runs, which gives
> rules for farming.
>
> This is a GM tool. It is a set of algorithms which allow you t
> o calculate how much land
> you control if you have one or more hexes of terrain on a map; how much foo
> d your land
> can grow; how many peasants your land supports; and the income that your la
> nd can
> provide to you.
>
> This is a revised version of an old document that was in one of my A
> PA's. The new
> version gives much better rules on herding animals on marginal land.
>
> I would be interested in any feedback or comments that you may have.
>
> The location is...
>
> http://tft.brainiac.com/RicksTFT/GM_Stuff/FarmingInTFT.html
>
> Warm regards, Rick.
>
>
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