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#31 | |
Join Date: Aug 2004
Location: Pacheco, California
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This balances out skilled but poor vs munchkins with gear, to some extent. (Compare Eyes Behind from a magic item vs a talent.)
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-HJC |
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#32 |
Join Date: Jan 2018
Location: Sydney, Australia
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I often see people propose a wizardry talent, but hardly ever a heroism talent. That is, they treat hero as the default and wizard as the exception, whereas TFT regards them as coequal.
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#33 |
Join Date: Jan 2018
Location: Sydney, Australia
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I had a generalist talent that was intermediate between hero and wizard. If you want it to be superior to both wizards and heroes for some choice of talent-spell mix then the price it pays needs to be cheap, like all spells and talents cost 1.25 or something like that.
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#34 |
Join Date: Jan 2018
Location: Sydney, Australia
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I tried a druid class once but specifying exactly which spells and talents it could have cheap was annoying. In some ways a more generic college system, where all spells and talents were split up into categories, and a PC could choose which categories were cheap, would be better. Or, ditch the classes altogether.
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#35 |
Join Date: Oct 2015
Location: New England
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As the saying goes, “some are more equal than others,” since heroes learn spells at 300% list price with no exception, whereas wizards learn most talents at 200% list price and a few at list.
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#36 | |||
Join Date: Jan 2018
Location: Sydney, Australia
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IQ 14 will become a magic number: you'll see lots more PCs generated at IQ 14 and very few at IQ 13. Quote:
I think you need to rethink this. Last edited by David Bofinger; 01-09-2023 at 06:08 PM. Reason: left a bit out |
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#37 | |
Join Date: Jan 2018
Location: Sydney, Australia
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You might want to hand out some extra talent points so PCs can pay for all this. |
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#38 |
Join Date: Sep 2018
Location: North Texas
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I understand why some folks want to turn 'wizarding' into a talent-based ability or create a set of mage-friendly talents, but each of those solutions have undesirable effects IMO. The first creates a talent (or talents) that don't function like any other talent in the game; talents that gatekeep an entirely different framework of abilities (spells)... as well as the 'magic number' effects that David points out. The latter, while probably less distruptive system-wise, creates a new sub-set of talents that require spellcasting as a prerequisite. I think we need a third option for those kinds of powers.
I prefer a clear separation between mundane and magical abilities, but I suppose I don't see that difference the same way most others do. The separation between Wizard and Hero aren't class-based distinctions for me, they're more fundamental. My stance has always been that "wizards are born, not made". It's a genetic predisposition which the player chooses at creation; a decision that determines how the character will perceive and interact w/ the game world. That said, I do think moderating the cross-platform costs post character-creation is desirable.
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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; 01-09-2023 at 09:04 PM. |
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#39 |
Join Date: Jan 2018
Location: Sydney, Australia
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If you're saying that Cidri is a wizard's world and the heroes just live in it then there's an element of truth to that but I think it's a different issue from whether you treat the two classes philosophically as one deriving from the other.
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#40 | |
Join Date: Oct 2015
Location: New England
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The point of the talent is not to create baked-in assumptions about the difference between wizards and mundanes, but to add a bit of balance to create better (or at least desired by some people) balance for those with the ability to cast spells. |
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