02-26-2018, 07:47 PM | #71 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fourth Attribute...
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(Heck, maybe that's the whole solution to the priest/theologian thing in the other thread! Maybe what Gods do is provide the occasional "Luck" point to the characters if they do something the God approves of!) |
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02-27-2018, 11:13 AM | #72 | |
Join Date: Aug 2004
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Re: The Fourth Attribute...
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1) Allow purchase of additional Talents post-character creation at some appropriate amount of XP per IQ/Talent point required at creation. However, this is *not* a new attribute raising the XP costs for further improvements, to be clear. The correct XP cost per 'point' of new Talents would have to be extensively playtested. 2) For any other additional attributes we may find ourselves tempted by... additional energy for spellcasting, additional 'fST' usable only for handling fatigue from physical fatigue, luck, etc.... make up new Talents! E.g., 'Extra Mana' might be a leveled Talent with 1 extra energy per level; or 'Will-based Mana' might be a 3 'pt' Talent moving the base for your spell energy to IQ. And so on. So, my answer to the OP question, technically, would be 'None'. I would not add a fourth attribute, but instead allow purchase of new Talents with XP rather than raised IQ and expand the Talent pool to accommodate anything else. The idea brought up of basing certain talents on ST or DX even in character creation could also be useful, but would have to be carefully weighted not to bloat starting characters' 'skill' lists too much Last edited by vitruvian; 02-27-2018 at 11:17 AM. |
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03-03-2018, 06:59 PM | #73 | |
Banned
Join Date: Mar 2018
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Re: The Fourth Attribute...
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ABSOLUTELY AGREE - "Six from Three,... or Leave it Be !" However, to answer the OP's question: If I had to "add one attribute" to TFT it would not be a Combat Stat at all, but rather a Game Stat reflecting your character's "Sphere of Influence" (expressed as miles from your fixed base of operations, based on reputation in larger-scale game terms; and as a "Stat" for Reaction Roll on the small scale). Operating as an amalgamated Presence/Charisma/Reputation Rating, reflecting the general impact on your existence upon the NPC game-world-at-large, and upon the reaction/response of everything else around you, TO YOU. Why is this important in a campaign game? After all, this is not going to make you better at killing Trolls,... Consider this, as you amass your treasure, construct your stronghold, and hire your men-at-arms, at what point do the NPC's of the game begin to take notice/offense to you? How many days distant from your keep do others commonly begin hearing rumors about YOU at the tavern? At what point do other NPC Adventure Parties go on a freebooting spree in the labyrinth under YOUR keep? OR, worse yet, at what point does the Goblin King hire a hit-squad to bring back YOUR head on a stick; and they can do it too, by tracking you through your "SI". At what point does your "SI" grow so large that you attract a Dragon to your cache of plunder? Isn't that exactly how the Dwarves in the Hobbit originally drew the attention of Smaug onto themselves and lost their mountain? At what point does your "SI" become of political notice/threat, or better yet, eclipse and usurp the authority of the local governing ruler? Isn't that the situation in Robert E. Howard's Conan-tale of: 'The Tower of the Elephant'? Wherein it is actually the evil Sorcerer Yara, who is the real controlling authority in the City-of-Theives, and not the drunkenly impotent and cowardly King Hadradnor? And, wasn't it The Thorsz "SI" rating that caused you to hear about his "job offer", and caused you to respond, not once, BUT TWICE?!? And if you feel TFT "gets wonky" at the higher-attribute level of play, consider being able to dump all those EP's into your "SI" stat, rather than spending them on "more brains for Conan, or more muscles for Merlin, or more grace for Gandalf". Conversely, having a low "SI", isn't going to bother you any more than an IQ-8 Fighter AT LOW LEVELS; but think about when you being to amass that stolen gold,... you need to attract followers to hire, you need to influence other to co-operate with you, you need to be able to get things done on a Mega-mega-mega-megahex level; hence your "SI" rating - or lack thereof. Having to feed an "SI" attribute will definitely slow down becoming a 3-Stat Superman; and propel your TFT Game to an Epic level of world-drama, and progressively upwards from the lowly bowels of the Melee training arena. The Character "Sphere of Influence" stat is the springboard to TFT adventure! So, if I was the "Tzar of TFT", THAT is the stat I would be adding, and exactly where I would be focusing my creative development efforts - in keeping the game strong, viable, dynamic, and ENJOYABLE. Last edited by Jim Kane; 03-03-2018 at 08:08 PM. Reason: Typo |
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03-04-2018, 03:07 AM | #74 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: The Fourth Attribute...
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03-04-2018, 02:41 PM | #75 | |
Banned
Join Date: Mar 2018
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Re: The Fourth Attribute...
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06-26-2019, 12:38 AM | #76 | |
Join Date: Jun 2019
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Re: The Fourth Attribute...
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My group in the 80's implemented exactly this. We called it Mana Valence, or the MV attribute, and set it equal to the wizard's IQ. Spell costs were paid for out of MV instead of ST, and the MV used recovered as if it were fatigue. If a wizard increased IQ, their MV increased accordingly. We used this house rule for over a decade of heavy play, so consider it vetted. It resulted in no imbalance in the overall system. De-coupling spell casting costs from the ST attribute largely removes the need for any kind of separate health attribute. Players' wizards began putting their EP on additional IQ instead of ST, which does indeed work out to be much more natural feeling, and eliminates the need/temptation to create muscle-bound mages. I owned one PC, a wizard of only ST 8 (but IQ 16) who represented an elderly widower gone off for adventures late in life, and he survived many hard battles and lived to retire gracefully. |
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06-26-2019, 01:28 AM | #77 |
Join Date: May 2019
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Re: The Fourth Attribute...
I consider Muscle Wizards to be an explicit feature of the game. Of course doing magic requires good physical health. I think of a high IQ low ST wizard as being old and learned but withered and tired, and a low IQ high ST wizard to be a young and virile sorcerer or possibly even a monk type character. A high ST and IQ wizard is like Ganondorf, a paragon of the powers of mortals.
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06-26-2019, 10:19 AM | #78 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fourth Attribute...
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06-26-2019, 02:10 PM | #79 | |
Join Date: May 2019
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Re: The Fourth Attribute...
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To combine your idea with mine, "double learning" a spell would allow you to fatigue your IQ as a way of powering that spell. You would be called a "Savant" in that spell. Triple learning a spell implies a sorcerous or demonic bloodline, and allows you to to power that spell with IQ fatigue at double efficiency. I feel like this probably a fair mechanic as it is functionally identical to a powered down version of a Mana stat based on IQ. Instead of annihilating the normal way wizards work, it gives you expanded options. |
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06-28-2019, 02:09 AM | #80 |
Join Date: May 2018
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Re: The Fourth Attribute...
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