View Single Post
Old 01-04-2018, 03:25 PM   #73
larsdangly
 
Join Date: Dec 2017
Default Re: The Fantasy Trip

Quote:
Originally Posted by JLV View Post
Steve, since we're on the subject of rules issues, one of my main ones has always been "attribute bloat."......
There is a pretty simple way I address the use of XP and 'attribute bloat' in my house rules: I introduce an attribute I refer to as Talent Points. When a character is first created TP equals IQ. If IQ is increased by 1, TP also increases by 1 automatically. Talents and spells are purchased by expenditure of TP, at the normally given rate, and the pre-requisite IQ for a given talent or spell is unchanged. Importantly, TP can be purchased alone at a rate equal to half the cost of raising one of the 3 core attributes.

One could quibble about the perfect rate of XP cost progression and ratio of costs for TP vs. other attributes, but I've run the rule I describe for decades, over several thousand hours of play in all, and it is a simple formula that never seemed to bother anyone.

As for the finer details about languages and so forth, I think the most straightforward way to address this is to add new talents. In the published game, there are well over 100 talents already (so another few doesn't really change the scale or complexity of the game), and they are used to cover everything from life skills, natural gifts and all sorts of other things. So, it is doesn't really change what a talent means in the game to declare a 1 TP talent can be purchased to learn an exotic language, etc.

The broader point I would make is that the game should not be changed to improve it as a simulation, or to improve it in response to some theoretical game-design goal; it should only be changed in ways that make it even more fun to play, which can mean 'fixing' places where you encountered a problem, in play at the table, or where you had some desire for your character to do something that seems like it would be fun and should be possible, yet the rules don't support it (examples from the original game could be the new weapons added going from Melee to AM or new spells and enchantment rules going from Wizard to AW). In both cases, the litmus test is not how clever it looks on the page, but rather how successfully it integrates with the rest of the game in play, at the table. The hobby is littered with 'fantasy heart breaker' rules sets that have all kinds of cool concepts baked into them, yet they just aren't fun to play, or they aren't functionally different than much simpler games. The strength of TFT is that it came out of a pair of super well engineered board games, and when it was translated into a roleplaying game it didn't fundamentally change. That should remain the core idea behind any revisions that happen over the next year or three.
larsdangly is offline   Reply With Quote