Quote:
Originally Posted by David Bofinger
The best argument for making them cost more is the feeling that wizards are too good as it is so why do anything that makes them better.
Breaking spells and talents up into categories and giving a class cheap access to some categories but not others would be an option.
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I counteract this by adding a 2 IQ-cost talent that lets heroes learn spells for only 2.
So a hero knowing 1 spell cost 3, knowing 2 cost 4, knowing 3 cost 6, and so on.
This is the list of talents I let wizards learn at normal cost: Carousing, Literacy, Most Mundane, Sex Appeal, Swimming, Bard, Charisma, Climbing, Priest, Business Sense, Diplomacy, Naturalist, Poet, Streetwise, Courtly Grace, Woodsman, Writing, Expert Naturalist, Mathematician, Scholar, Alchemy, Theologian.
Quote:
Originally Posted by hcobb
Wizards already get "half cost" talents because adding IQ after creation adds no memory points and it's much easier to start as a high IQ wizard than a high IQ warrior.
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Wait?! Adding IQ after character creation doesn't give more memory-points? That is really weird
(and a little stupid) though after reading the rules it does seem to imply that...