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Re: (TFT) Re: TFT Digest V4 #463
Thomas Armstrong, "7 Kinds of Smart":
1. Word smart (verbal intelligence)
2. Picture smart
3. Music smart
4. Body smart (kenesthetic intelligence)
5. Logic smart (math/science)
6. People smart (social sense)
7. Self smart (intrapersonal intellect)
TFT Talents try to model a lot of these notions, but it still ties back to
one number (IQ). Pushing the basic Melee/Wizard model clearly fails with
reality. What about eusociality? Is ant intelligence higher than a fighter?
All models are wrong; some models are useful. (George Box?)
On Tue, Dec 1, 2015 at 1:20 AM, Jay Carlisle <maou.tsaou@gmail.com> wrote:
> Got the errata
> Thanks
> And I got the IQ 7 for ProotWiz'es although they may not actually be
> proots if the tribe runs them off... anyway, I'z musing as to what
> this might mean looking toward IQ 1 spells, if suchathing exists at
> all that is...
> IDK... Let's just say when testing defenses I find a fruitful first
> start often comes from targeting the assumptions... For general
> discussion I often describe "Magic" as the ability to call a virtual
> particle of specific traits into being via vacuum genesis as the root
> concept being manipulated but that's just one possibility that serves
> more to show how much such a concept can influence the idea as opposed
> to say sympathetic magic that may be heavy on components and the
> correct verbal, gestural, procedural components to enact which is
> different from blood magic and yada yada yada... what's magic is
> affecting and area, perhaps at a distance, with an effect, and often
> with force intent on causing damage and whateverelse is lumped into
> the idea of the basic units on "Magic".
> I'm not talking about being "right" or comparing ideas so much as
> trying to point out that a LOT of core concepts are a bit... shaky
> objectively speaking and I think that the shared participation in
> what's in effect a story when the play is through is a major factor in
> why a tabletop face to face soul rubbing RPGing gets a nod as a valid
> form of artistic expression albeit it's hard to say how limited the
> potential might be... and la la la, who knows? Still from that
> approach I find a clear expression of the basic "building blocks"
> helps in focusing each different Players visualization of what's
> happening into that shared gestalt of play.
> Uhhhh game as model railroad. There's the top of the model and there's
> underneath the model and both are needed for the displays that attract
> the largest number of peoples attention... or describe the target
> interest group better if going that way with it the idea being not
> having a bunch of scenery guys show up to the experimental wiring
> wingding... not as likely to have everybody enjoy the focus that
> way...
>
>
> On Mon, Nov 30, 2015 at 9:19 PM, David Bofinger
> <bofinger.david@gmail.com> wrote:
> > On second thoughts add:
> >
> > - SUMMON PROOTWADDLE (C: IQ 7, ST 1/1) Summons a prootwaddle [S
> > T 10, DX
> > 10, IQ 6, MA 10, carries two-handed maul 1+1, 1-3 unarmed in HTH] to
> fig
> > ht
> > for the caster.
> >
> >
> > and modify:
> >
> > - UNREALISTIC IMAGE (C: IQ 7, ST 1/-) Creates a translucent 1 hex
> image
> > that wouldn't normally fool anyone. Last 12 turns. Can be disbelieve
d
> on
> > 2
> > vs IQ. Can be as effective, or almost as effective, as a normal Imag
e
> sp
> > ell
> > in difficult seeing conditions (fog, etc.), if the creature being
> simula
> > ted
> > happens to be translucent, or if the observer is a prootwaddle.
> >
> > The spells are IQ 7, not IQ 1. Probably should be a space between IQ an
d
> 7.
> > The idea is that an ordinary prootwaddle can't learn them, but one of
> those
> > rare freakish prootwaddle geniuses can.
> >
> > --
> > David
> >
> >
> >
> > On 1 December 2015 at 15:05, David Bofinger <bofinger.david@gmail.com>
> > wrote:
> >
> >> I think animals should have a sort of IQ crippleware. It can do some o
f
> >> what IQ does, willpower and perception for instance, but not everythin
g.
> >> And they have instinctive talents like Alertness.
> >>
> >> My IQ 7 spells are:
> >>
> >> - BLUNT WEAPON (T: IQ7, ST 1/-) A blunt weapon does 1 point less
> >> damage. A weapon can be blunted up to 5 times, subsequent uses of t
he
> > spell
> >> have no effect. Blunting is a permanent effect and can be corrected
> by
> >> Repair or use of a whetstone. Ineffective against weapons that are
> alr
> > eady
> >> blunt.
> >> - FOG (C: IQ7, ST 1/-) Fills one hex with a magical fog that somewh
at
> >> obscures vision. -2 DX for missiles per hex of fog, and -2 DX if
> attac
> > king
> >> into or out of it. Anyone in or entering the fog also becomes
> slightly
> >> damp. Lasts 12 turns, or less in wind.
> >> - KILL RAT (T: IQ7, ST 1/-) Causes 1 point of damage. Does get
> stopped
> >> by armour.
> >> - LITERACY (S: IQ7, ST 2/-) Allows the caster to read and write any
> >> languages he knows, but reduces his IQ to 6 and disorders his commo
n
> s
> > ense.
> >> The spell lasts one minute: long enough to, for instance, write a
> slog
> > an on
> >> his own or another prootwaddle's body. The negative effects of the
> spe
> > ll,
> >> however, pretty much guarantee the slogan will be bizarre at best a
nd
> >> gibberish at worst.
> >> - MAGIC ROCK (M: IQ7, ST V/-) Creates and flings a magic rock to
> >> damage a single target. Does 1D-3 (minimum 0) for each ST point use
d
> t
> > o
> >> cast.
> >> - PROOT! (T: IQ7, ST 1/-) Makes a loud “Proot! Proo-oot!��€
> > noise –
> >> louder than a prootwaddle can make. Prootwaddles find the sound
> reassu
> > ring.
> >> Non-prootwaddles find it irritating.
> >> - PUSH / PULL (T: IQ7, ST 2/-) Victim must roll 3 vs DX, or 4 vs ST
,
> >> victim's choice. If he fails he must step directly away from (for
> push
> > ) or
> >> toward (for pull) the caster, or fall down. (As though forced to
> retre
> > at.)
> >> Can also be used to push around inanimate objects, or even friends.
> >> - SPEED HAIR (T: IQ7, ST 3/-) For the next day the target's hair
> >> (wherever on body) grows at twice the normal rate.
> >> - SUMMON HOUSE CAT (C: IQ7, ST 1/1) Summons a House Cat [ST 4, DX 1
4,
> >> IQ 5, MA 14. 1-2 in HTH only, -3 DX for enemies to hit it] to fight
> fo
> > r the
> >> caster.
> >> - SUMMON VERMIN (T: IQ7, ST 1/1) Summons vermin to fight for the
> >> caster, of a kind with which the caster is familiar: rats, bats,
> piran
> > has,
> >> piranhakeets, scuttles or something similar at GM discretion. Roll
> one
> > die
> >> for the number, -1 if the environment is not really suitable, -2 if
> hi
> > ghly
> >> unsuitable, -1 for bats, -2 for piranhakeets.
> >> - THICKSKINNED (T: IQ7, ST 2/-) Target's skin becomes thick and
> >> leathery, it stops 2 hits but the target suffers -1 DX.
> >> - UNREALISTIC IMAGE (C: IQ7, ST 1/-) Creates a translucent 1 hex
> image
> >> that wouldn't normally fool anyone. Last 12 turns. Can be disbeliev
ed
> > on 2
> >> vs IQ. In difficult seeing conditions (fog, etc.) can be almost as
> >> effective as a regular Image. Also effective if the creature being
> >> simulated happens to be translucent.
> >>
> >>
> >>
> >> --
> >> David
> >>
> >>
> >>
> >> On 1 December 2015 at 13:23, Jay Carlisle <maou.tsaou@gmail.com> wrote
:
> >>
> >>> Agreed David... working up a basic Google.doc for each stat as I
> >>> currently have worked up. In a 3 stat system each stat needs to do
> >>> more than a single task and I use IQ as a measure of perception and a
s
> >>> a measure of how effective a Figure or Unit can be at micro-managing
> >>> its time which in effect allows more Followers/Talents/Orders to be
> >>> carried the higher the IQ. Orders are in effect Talents learned as a
> >>> Unit and able to be executed en mass and the above is more a rule of
> >>> thumb guide to what kind of Orders might be expected from a Unit of
> >>> whathaveyou rather than trying to pin individual IQ's per say...
> >>> although the point about the monkey is quite interesting... assuming
> >>> communication was possible such that an Order set was able to be
> >>> established and the monkey was hip to thinking like a human of course
.
> >>> Plant's as individuals may not influence on a Melee scale of action
> >>> but the idea of a bio-region of plants being in a network may allow
> >>> some influence on such activity? Agent Orange? IDK... How much does
> >>> swimming have to do with smart?
> >>> Great points to mull over Sir, I'd love to see anything You might hav
e
> >>> to hand on IQ7 spells by the way... no worries though.
> >>>
> >>>
> >>> On Mon, Nov 30, 2015 at 5:23 PM, David Bofinger
> >>> <bofinger.david@gmail.com> wrote:
> >>> >> IQ
> >>> >> 0 >> >> 1 >> >> 2 >> >> 3 >> >> 4 >> >> 5 >> >> 6 >> >> 7 >> >> 8
> >> >> 9 >> >> 10 >> >
> >>> > TL;DR but I picked this up skimming. My first instinct is that it's
> go
> > t
> >>> to
> >>> > be wrong. By these definitions a fighter who owned a pet monkey mig
ht
> > be
> >>> > well advised to let it handle the thinking.
> >>> >
> >>> > IQ 7 lets you buy weapon skills. I don't know if anyone's taught a
> >>> monkey
> >>> > to fence, but I would guess someone in a circus has tried so probab
ly
> >>> they
> >>> > failed.
> >>> >
> >>> > Great apes will occasionally use clubs but that doesn't require a
> >>> talent.
> >>> >
> >>> > Some apes have been taught e.g. sign language but that has no IQ
> >>> threshold
> >>> > unless you call it literacy in which case it's IQ 8.
> >>> >
> >>> > Maybe chimps are IQ 4 to 6? That leaves prootwaddles slightly smart
er
> >>> than
> >>> > most chimps which seems right.
> >>> >
> >>> > Birds vary a lot. Some birds, mostly corvids and parrots, are reall
y
> >>> quite
> >>> > smart, probably maxing out at IQ 5 or 6. On the other hand ratites
> ten
> > d
> >>> to
> >>> > be idiots.
> >>> >
> >>> > Dolphins aren't as smart as popularly imagined.
> >>> >
> >>> > Working at the trailing edge of intellect reminds me of when I wrot
e
> u
> > p
> >>> IQ
> >>> > 7 spells for prootwaddle wizards. Magic Rock!
> >>> >
> >>> > --
> >>> > David
> >>> >
> >>> > >> > Post to the entire list by writing to tft@brainiac.com.
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> body
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y
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> >>
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