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Old 07-16-2018, 11:53 PM   #19
zot
 
Join Date: May 2018
Default Re: Another Approach to Spell/Talent Cost

Quote:
Originally Posted by guymc View Post
That “times the number of talents spells you already have” does escalate the cost pretty fast. On the one hand, I like flat costs because they are easy to keep track of. On the other, being improbably multitalented should be hard to accomplish. Can we find a middle ground there? How about doubling the flat rate once you pass a fixed number of talents/spells we would consider “normal” for an adventurer (higher than an average citizen, lower than a reknowned hero).it would double again after passing a certain point where the character is hitting the level of “legendary”. I’d consider the Mouser legendary.

So, that would be:
Adventurer: 300 XP buys 1 Spell or 300 X Talent Level buys 1 Talent.
Notable: 600 XP buys 1 Spell or 600 X Talent Level buys 1 Talent.
Legend: 1200 XP buys 1 Spell or 1200 X Talent Level buys 1 Talent.

Assuming those figures just as a place to start, where would we put the cutoffs for the three categories?
Legendary characters should be accessible to players who play by the rules as written. 3 years to make one is more than enough -- that's a flat 300 XP per talent point with the current attribute rules (Rick Smith's Ranger Prince character is about 2 1/2 years to make).

You don't want house-ruling XP to be the only practical way to get to play legendary characters.

They may be one in a million in the world but you don't want them to be one in a million for players.

Otherwise, the stories about playing legendary characters won't come from people who play the game as written.

Last edited by zot; 07-17-2018 at 12:46 AM. Reason: elaboration
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