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Re: (TFT) Re: TFT Digest V4 #463



X = Rest/Guard/Recover
(called Rest for simplicity)
L = Lunge
S = Slash
C = Cut
K = Kick
JB = Jump Back
CL = Close
R = Riposte
T = Throw
P = Parry
B = Block
Sur = Surrender
OP1 = Optional Parry 1
OP2 = Optional Parry 2
OB1 = Optional Block 1
OB2 = Optional Block 2

On Tue, Dec 1, 2015 at 2:17 PM, Jay Carlisle <maou.tsaou@gmail.com> wrote:
> Well burst My bubble and point out the flawed model that judges the
> standard according to what humans value ergo baby chimp is less than
> human because language is limited to a few phrases when human baby
> babbles with a bigger vocabulary vocal chords a moot consideration
> along with motor coordination and similar areas the humans have no
> advantage in... However the idea is that a statistical mechanic is
> representative of a definable concept that communicates an objective
> idea with some precision owing to the quantification so while totally
> fair as a point about assumptions of what IQ is overall I specifically
> use IQ as a measure of how quickly a Figure can perceive it's
> environment defined by IQ = 2 seconds / a Figures IQ and how much a
> Figure can take on in Talents, Followers, and Orders and maintain at
> full effect. In effect the faster a Figure sees the smarter it is and
> the more specific functions can be maintained in the same period of
> routine compared to a Figure with a lower IQ. The idea is 1pt of IQ
> cost in a Talent represents not only the IQ cost to purchase said
> Talent but also represents the time required in maintaining said
> Talent each unit of downtime routine not actively engaged in gameplay
> per say. S^3 fits there as well (S#!^, shower, shave activity and the
> like) while 2sec/IQ (Joe Average ~0.2 second) is the see/decide time
> that added with reaction time via DX (1 second / DX) determines which
> phases are Actionable for a Figure naturally for focused combat that
> looks at detail the 5 second turn technically subsumes into what's
> basically a CRT for Melee as far as individual strikes are
> concerned... I use En Guard!/Swashbuckler style actions/reactions for
> this focus and the CRT generalization expands up into mass combat by
> extending scale/duration higher than 1.3m/5sec with the Lords of
> titles showing the concept isn't unfounded for TFT...
>
>
> On Tue, Dec 1, 2015 at 6:41 AM, Cris Fuhrman <fuhrmanator@gmail.com> wrote:
>> 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!ï
>> ¿½â‚¬
>>> >   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
>>> >>> >
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