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Old 07-01-2019, 05:11 AM   #18
Tywyll
 
Join Date: Nov 2017
Default Re: Skill point costs

Quote:
Originally Posted by Skarg View Post
If you base costs on attribute totals, a peculiar incentive is created to stay at low attribute values to get the lower rates. (Some of us have experienced this as a side-effect of certain old mIQ house rules.)


I'm tending to think that talent learning systems that involve something other than XP are needed for this and several other issues.
I'm actually using a set of old house rules that have this (a talent costs 1/2 an attribute point) and I've made a house rule that humans can learn talents more cheaply (because non-humans have a whole host of advantages in my setting). What this has done is meant the two players playing humans have parked their character's development at 35 attribute points while they pick up cheap talents now. Its a bit meta-gamey but I don't mind. It means they stay 'lower stat' for longer and who cares if they pick up animal handler and sex-appeal? Like, a lot of the talents are more flavor than anything.
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