04-12-2019, 02:05 PM | #11 | |
Join Date: Sep 2018
Location: North Texas
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Re: Need for a skill point term
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;)
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 04-12-2019 at 07:30 PM. |
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04-13-2019, 01:44 AM | #12 | |
Join Date: May 2015
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Re: Need for a skill point term
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Also, I think 500 XP per talent point is a crazy amount except for its intended purpose of pushing the abilities of very experienced characters. Saying they start with 0 XP, and can increase an attribute for 100 XP, but they start with 4000 to 8000 XP in talents, to me just shines a brighter light on how the game needs a non-XP way to learn talents. |
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04-13-2019, 03:39 AM | #13 |
Join Date: Feb 2008
Location: Dayton, Ohio
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Re: Need for a skill point term
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04-13-2019, 03:33 PM | #14 | ||
Join Date: Nov 2010
Location: Arizona
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Re: Need for a skill point term
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As far as XP rules go, create some! ;-) I use the old one and the new ones in combination and so far, everyone seems pretty happy. Basically you can get about 25 XP for a good fight in which you kill a roughly equal opponent, and you can pick up some extra by actually doing stuff (disarming traps, solving a puzzle, negotiating with the merchant, whatever seems worthy) when not fighting, so it's a pretty quick run to pull in 100 XP. Really, all this devotion to written rules for everything seems a bit odd in what was always a pretty "rules-lite" kind of game... |
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04-13-2019, 04:19 PM | #15 |
Join Date: Dec 2017
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Re: Need for a skill point term
I've been watching a campaign unfold for about 6 months now using the new experience and advancement rules, and I think they (perhaps miraculously!) got it just about perfect. My players put all their XP into stats up to about 36-37 total, just as you'd expect and then started looking around for other things they'd rather advance, at which point their options are pretty much infinite, but require them to make some tough choices because the rate of progress is only so fast. The wizard in the party started investing in staff power pretty early, and remains focused on that for the foreseeable future. The thief opted to start learning talents I wasn't expecting (most recently Tracking), because the player is more keen on evolving as a character than on getting another 10 % rise in chance of success with a missile weapon attack. We play about once a week, earning 100 or so per session, and each character gets a chance to change in some incremental way about once per month. Perhaps it would strike some as too slow, but I'm into it. The game is fun at this level in a way I don't think is true when everyone is maxed out on every stat, talent, spell and item they can think of.
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04-13-2019, 07:07 PM | #16 | |
Join Date: Aug 2018
Location: Richmond, VA, USA
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Re: Need for a skill point term
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Our wizard has been focusing on XP into mana for his staff. Our halfling physicker has decided to learn the bola talent after we encountered bola wielding adversaries. My fighter character rose to 36 points over the past six months and now has spent 1000 XP to add toughness. As we gain XP we all have spent a good deal of time deciding what was the best use of our XP.
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RVA_Grandpa ----------------------------------------- https://travelingthelabyrinth.blogspot.com We never really grow up; we only learn how to act in public. |
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04-21-2019, 09:02 AM | #17 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Need for a skill point term
The proper term is "IQ point cost". This is in the rulebook and is just as clear and straightforwards as "ST cost". I have replaced all such mentions on my site with only modest rewrites needed.
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-HJC |
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