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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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