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Old 07-18-2018, 08:13 PM   #41
Jackal
 
Join Date: Mar 2018
Location: New England
Default Re: Another Approach to Spell/Talent Cost

Deal. I'll get you something by the weekend.
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Old 07-20-2018, 07:09 PM   #42
Jackal
 
Join Date: Mar 2018
Location: New England
Default Re: Another Approach to Spell/Talent Cost

Steve -

Incoming.

I sent it to your work email. If you'd rather I submit it some other way I'll be happy to oblige.

Enjoy!

- Jack
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Old 07-21-2018, 12:32 PM   #43
Steve Jackson
President and EIC
 
Join Date: Jul 2004
Default Re: Another Approach to Spell/Talent Cost

Got it. Am impressed. High ratio of thoughts to words. Sent to Guy for his feedback. Thank you! First article-length contribution from the forums, though I have hopes of more.
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Old 08-09-2018, 01:31 PM   #44
Nils_Lindeberg
 
Join Date: Jul 2018
Default Re: Another Approach to Spell/Talent Cost

I think that talent cost should be based on the number of talent points, not the number of talents, but that's settled right?

And IQ together with a WAG number should be the multiplier.

This would mean that IQ will be important to learn talents faster as well as being the upper limit for how complex things you can learn.

Up to you IQ, x100
Up to twice your IQ, x200
Up to thrice your IQ, x300
Up to four times your IQ, x400
etc...

So an example.

I have 21 points of talents and IQ 12.
The next three point talent would cost me 200 x 3 = 600.
The next two points after that would cost 300 x 2 = 600.

The same 21 points of talents with an IQ of 8.
The next three point talent would cost me 300 x 3 = 900.
The next two points after that would cost 400 x 2 = 800.

So if you want to know many talents, it might be cheaper in the long run to raise IQ.

And a person who wants to learn a one point talent and hasn't already filled his "mIQ" would pay 100 x 1 = 100.

A 100 times the IQ multiplier is just WAG, but at least easy to remember.
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Old 08-10-2018, 10:30 AM   #45
tbeard1999
 
Join Date: May 2013
Location: Tyler, Texas
Default Re: Another Approach to Spell/Talent Cost

Quote:
Originally Posted by David Bofinger View Post
I would like to see this table extended below 32 points, so that campaigns can if necessary start with very inexperienced 30-point farm boys who don't know what they're in for, or even less capable.

I also think most campaigns are going to house rule in progress above 40 points. It would probably be smart to say, "If you want to do that here are the costs we recommend," or something like that.
In general, I agree with this sentiment and strongly suggest that the designer provide suggestions in *any* area likely to be house-ruled. In my miniature wargame rules, we there are a number of footnotes where we say "we did it this way because of blah blah blah. If you want a different approach, you might try blah blah blah. However, be advised that this will affect the such and such system, so you'll have to take that into account, etc."

As designers, we typically have a clearer view of how the game systems interact. Players proposing house rules often have a sort of myopia where they get so focused on addressing the "problematic" rule that they don't consider its secondary effects. We can sometimes help them avoid a lot of frustration.

In addition, we've very often tried and discarded the house rule in question.

I see no reason that this wouldn't be the case with TFT and Steve.

I'd add that game design decisions that improve speed of play or game balance seem particularly vulnerable to being houseruled. The designer's philosophy/reasoning can be invaluable for players who are tempted to modify such systems.
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Old 08-29-2018, 07:03 PM   #46
warhorse11h
 
Join Date: Aug 2018
Location: Hinesville, GA
Default Re: Another Approach to Spell/Talent Cost

I can't speak for anyone else, and I may be mistaken, but I don't think the rules need to be tweaked or changed or incorporate a new stat to keep track of. I think a cutoff of ST at 30 for a human is reasonable and there is little reason to have a DX beyond 16, but IQ is a little different. Our characters do not live in the real world, but we should treat them based on our experiences. I am 63 now, but I still study new subjects, learn new things, practice new skills everyday. My IQ specifically may not be increasing and my wife may even believe it is declining, but my knowledge base is ever expanding and I am still picking up new skills and talent. And of course, every decision, good and bad, adds to my wisdom, regardless of my wife's opinion. IQ in the game incorporates all of these. So even though they are not real, in the game, regardless of how mighty they become, they would still be coming on new ideas, people, conversations, theories, etc and would still be learning. So IQ shouldn't be limited, except by the character's creator. If he doesn't want to learn more, he doesn't have too. My opinion only, and I welcome the opinions of others. They may spark a new idea for my campaigns.
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