10-12-2018, 11:28 AM | #151 |
Join Date: Jul 2018
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Re: IQ rise and talents
I'm not personally a fan of it. If I was running the game myself, I'd probably house rule advancement in some way. I'm not sure exactly how. There's a few different ways to do it that I can think of, I'd just have to pick one. I don't expect that the rules in the book are going to change dramatically between here and the final version, so I just don't get fussed about it.
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10-12-2018, 02:37 PM | #152 |
Join Date: Aug 2005
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Re: IQ rise and talents
Actually, I have become a fan of the system as is. I've been running a few newbies and this allows them to fix a charcter to their style of play quickly without really unbalancing the game early on. Add a ST or DX point or both or add the IQ and a Talent that fits their style of play without starting a new character.
People get invested in a starting character in a new game if, instead of just playing in an arena, they actually put together a background and start in some podunk village before going to the city to seek their fortune. 28 and 30 point bandits can give them a run for their money immediately and teach mechanics without being too threatening. To run something simple like the Caves of Chaos can be a wipe out with just a few unlucky rolls unless the characters are a little more experienced.
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Helborn |
10-12-2018, 03:07 PM | #153 | |
Join Date: Sep 2018
Location: North Texas
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Re: IQ rise and talents
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10-12-2018, 03:11 PM | #154 | |
Join Date: Dec 2017
Location: behind you
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Re: IQ rise and talents
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(I am just curious. Not trying to beat dead-horse arguments.) |
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10-12-2018, 03:20 PM | #155 | |
Join Date: Sep 2018
Location: North Texas
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Re: IQ rise and talents
Adding something from another thread that I figured would be relevant here as well...
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10-13-2018, 10:01 PM | #156 |
Join Date: Aug 2005
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Re: IQ rise and talents
Had a game earlier today (DT1) One of the characters died (34 point character) But, he died in the Brown room. Potion of Revival. Lost 5 points of ST. He's now a 29 point Character. He earned 213 XP. He also had another 93 XP, total 306. He now gets 3 points back and is a 32 point character with 6 XP. His ST is still 2 points below what it was, but he'll get it back with only another 200 XP (or 194) rather than a longer wait and further inequality between him and his group.
I like this new system. I know my player does.
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Helborn |
10-16-2018, 07:01 PM | #157 | |
Join Date: Aug 2004
Location: Canada
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Re: IQ rise and talents
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10-17-2018, 10:03 AM | #158 | |
Join Date: May 2015
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Re: IQ rise and talents
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How about situations such as: Four new wizard apprentices have arrived from the countryside, but none of them know the Aid spell so we need them to learn that... how long can we expect that to take? (The old Advanced Wizard had very detailed answers for that depending on whether they studied alone with a book, had a teacher, were picking up spells while assisting a wizard, or were receiving intensive guild training. But new GMs either won't know about that, or would need to dig up that book, or invent something... but what will they invent, given that a PC would apparently need 500 XP?) 212 of the new recruits don't know one or more of the talents our troops need to have: particularly Pole Weapons and Shield. How long is it going to take to train them? What should that take to accomplish? Also, Klemvo from Special Forces points out that some of them have some other weapon talents, and he feels based on his experience with skill development, that if it's a matter of 1500 XP to teach those three talents, he'd like to have some of the guys who already know a weapon talent and just dump that XP that's apparently available into attributes. That's how it works for PCs, anyway... right? Or, an NPC wizard (such as is mentioned in a published adventure module) has high IQ and many spells and access to books and wants to spend time studying magic and learning new spells, by sitting and studying them. How long is that going to take to let him learn a new spell? |
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