Wednesday, 23 January 2013

What Do You Know!?

Admission Fee: 10 DEX, 10 INT.
There's not much that I don't like about Tunnels and Trolls, but that's not to say it's perfect. Far from it, and one of the nagging problems I have with the latest edition (7.5, not the French 8th Edition or, the forthcoming deluxe edition) is the fact that 1st level Wizards start out with 20 spells spread across all four disciplines.

That's double the amount that their 5.5 counterparts started out with!

Granted, some of the new additions don't do anything towards tipping game balance but, that's not really the point. My problem isn't even the ever spiraling list of spells. My problem is that we've added so much new material and a Wizard is just a Wizard.

It's almost the assumption that everyone that goes off to Wizard college follows the same curriculum, when where in the real world we choose what to study based on the career we want to pursue or, we choose to learn more about the things that interest us. Either way, the keyword here is choice.

There is already a website out there (which I am struggling to find for some reason) that divided up the spells into such categories as "Fire Mage" and what not. Which, I felt was a great idea and, I have already archived Bruce V. Edwards great work on magical colleges over at my old website, which is exactly along the lines of what I would hope to achieve if I undertook this task myself.

So, my question is if you were in the driving seat of the deluxe Tunnels and Trolls project, how would you handle spells?

3 comments:

  1. I personally do not like the decision to not require SR rolls to cast spells. At first glance, it may not seem like a big deal, until you take into consideration that power-ups would still be in play.

    I don't really have an issue with the rest of the original T&T spell system, other than some consistency issues with spells.

    However, you bring up a great point. Why would every single wizard have the same starting arsenal?

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    Replies
    1. By original, my naive arse is talking about 7.5

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    2. I can certainly see your point. Not requiring a SR to cast a spell implies that it is easier to cast a spell than fire a bow.. So why don't Warriors spend their youth in at an archers equivalent to the college of wizardry and, if they do, why can they still wield other weapons with more than 2D. SR's to cast are a must.

      I also agree with your comments on the inconsistency of spells. A lot of the costs to cast seem rather arbitrary. I have no doubt that the whole shebang was play tested but, it still has a rather ramshackle look about it.

      What I'd like to see is a guide for the classification of spells, covering how the level and cost is tied to effect.

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