Subject: "More of Steve Jackson’s greatest mistakes", and
Subject: "Who Is this Steve Jackson person anyway?”
Hi Jeffrey,
Here are two examples...
ItL page 16 Steve Jackson wrote (on forgetting studies):
"… they may do so, but there is a penalty: loss of half the
experience points he/she has at the moment or 1,000
experience points, which ever is higher.”
Expert players RARELY take the wrong studies, so this rule
just brutally punishes new players. I’m a newbie who has
written up a new character and have taken a bunch of dumb
studies (UC 1 thru 3), and then I figure out I really should
have taken Missile Weapons instead. I lose 1,000 exp???
That mistake cost me over 6 attributes for my new character!!!
What was SJ thinking??? (Is there a GM anywhere that
actually enforced this?)
Under current rules, gunpowder weapons have no minimum ST,
if you have Gun’s talent Arqubuses get +4 DX to use (page 24 AM),
are very long range (400 meters!?!, see page 24 AM), and
Arqubuses do 3d+3 damage. So this character is legal…
Goblin:
ST 4, DX 15, IQ 9, Talents Guns (2), Knife (1), Missile Weapons (3)
Equipment: Arquebus 3d+3, Knife 1d-1.
15 DX, +4 for using an Arquebus, +3 for Mis. Weapons gives this
goblin a 22 adjusted DX!!!
Using the long range missile fire rules (AM page 25), it could shoot
someone at 250 meters at -8 DX (hits on a 14 or less), and if the
goblin misses, it will have time to reload that gun before the enemy
can close with him. If it starts shooting at 400 meters, the goblin
can aim for 2 turns, and still gets 3 shots.
What was SJ thinking???
I’m feeling the same way about his fast, 3:1 healing spell. On the
TFT forums there have been 5 or 6 better spells suggested, but he is
going with the first thing he thought of. A dull, industrial magic, spell.
(To be fair, I don’t think that the healing spell is not as bone headed as
the above two examples. But it will have a MASSIVELY greater impact
on the typical campaign.)
Ugh. Oh well, I won’t be using it in my campaign.
Rick
Wrote what?
I can give some examples of Steve Jackson rules which are terrible.
I wondered, was he drunk or hungover when he wrote this?
Rick
Different strokes for different folks.
But why is it so unacceptable to allow a healing spell to be created for the game by the designer (which, given SJ's reputation for carefully thinking his way through things, will be well-balanced in the context of the rest of the game) and then, if you feel so strongly about denying it to your players, simply saying that the spell doesn't exist in your world? You can have it your way, and other people can have it theirs. Rather than "policing" how other people play, why can't we just say; "Okay, no big deal, it doesn't work that way in my world because mana can't interact with living tissue in a non-confrontational way -- it can blow you up, but it can't put the pieces back together again."
As the GM, you can make your world any way you want, but why try to enforce YOUR rules on anyone else?