05-08-2018, 07:31 AM | #71 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Talent System
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You seem to think that TFT talents represent skills that you have had at any point in your life, regardless of how much and how recently you've used them. If I'm characterizing your opinion correctly, then no wonder you find the TFT limit on talents restricting. As we get older, the number of things that we've learned *something* about continually increases. Particularly if we've jumped from career to career. But is it that position really reasonable? I can say with utter certainty that I am nowhere near as good at Tae Kwon Do as I was 30 years ago. I can also say with certainty that because I do it full time, I'm a far better lawyer than I would be if I'd stopped practicing law a couple of years after graduating. I also think we disagree as to what level of expertise a talent represents. |
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05-08-2018, 07:54 AM | #72 | |||||||
Join Date: May 2013
Location: Tyler, Texas
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Re: Talent System
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Interestingly, I seem to be far more tolerant of your opinion than you are of mine. Quote:
In addition, in a novel, we can generally take the author's word for whether a character is an expert. We also can typically read the character's mind, see his situations more or less objectively, etc. However, I am not competent to assess whether a REAL person is as skilled as a professional chemist. I am not particularly knowledgeable about chemistry. Even if I were, I have not had the opportunity to evaluate him nor do I have the tools to do so. Indeed, I haven't even had the opportunity to observe him doing his job for an extended period of time. So my *opinion* that he has the same level of competency as a professional chemist lacks much credibility. "Knowing more than I do" does not equate to "a professional level of skill". Quote:
I gave detailed reasons for my opinion about the relative costs of talents. I based them on personal experience - caveats acknowledged - and tried to be as objective as possible. <shrug> I'm not sure what else I can do. Quote:
In any case, I wasn't talking about Art with the Google comment - because I don't know him. My point - which seems very clear to me - is that surface level familiarity with something does not equate to a professional level of expertise. And therefore it doesn't merit a talent - if you agree with me that talents more or less represent professional levels of competence. Quote:
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Last edited by tbeard1999; 05-08-2018 at 07:58 AM. |
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05-08-2018, 07:58 AM | #73 | |||
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Talent System - Art's Talents
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I think you said that you were better than 95% of the people when it comes to guns. So you would give YOURSELF the -4 DX total newb penalty? Really??? Quote:
-- I'm incompetent to assess skills in TFT. -- That I, along with many gamers, are incompetent about addressing skill levels of people in general. We are VERY impressed with modest skill levels. -- But when I point out a pretty big logical flaw in your own examples, then I am just being mean. I don't want to be mean, so I won't refer to your examples again, but you sure set the bar high for people who disagree with you, or point out flaws in your arguments. |
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05-08-2018, 08:39 AM | #74 | ||||||
Join Date: May 2013
Location: Tyler, Texas
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Re: Talent System - Art's Talents
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However you can learn an intellectual skill by simply reading about it. Unless you then apply that skill a number of times, you can pretty easily forget it. Not literally, as in it completely disappears from your mind. But you can pretty easily forget enough that you can't exercise the skill competently. Law School tries to combat this problem by using the Socratic Method. Law students don't learn (for instance) that a contract requires (1) offer; (2) acceptance; and (3) consideration. Instead, they read actual cases and extract the requirements for a valid contract and what the requirements of an "offer" are. I can still recall many cases I studied. But I have forgotten most of the things that I learned in college lectures. Quote:
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I also think that it is unreasonable to impose a -4 DX for someone using a modern gun, unless they are utterly inexperienced and unfamiliar with it. They are far easier to use than medieval arquebusses. Quote:
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Some can be verified - the State Bar of Texas will confirm that I am a licensed Texas attorney. Somewhere in the bowels of the Texas government, there's verification that I was a certified secondary education teacher (social studies). My history degree is documented in both sources as well, I think. My law firm website shows me as Senior Partner and founder, so, assuming I am not willing to risk my law license by publicly lying about my credentials, those points can be confirmed. It can be verified that I have a talent for scoring well on pointless, standardized, abstract IQ tests. My Tae Kwon Do/Moo Duk Kwan experience can't be verified with public information. I can send you photos, I suppose, but they could be faked. My original black belt is on the credenza behind my desk, but it could be a fake as well. Also, it has shrunk...a lot. You'll have to take my word for the fact that I'm a mediocre marksman and that I grew up in a first generation family business (grocery stores). And of course, my experiences are not necessarily representative, so they are certainly not conclusive evidence for my opinions. The best I can do is state what I believe, why I believe it and what experiences/knowledge support that belief. I think I've done that. Last edited by tbeard1999; 05-08-2018 at 09:15 AM. |
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05-08-2018, 09:01 AM | #75 |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Talent System - What do talents mean???
Hi all, Ty.
The argument between us boils down to what do the talents mean. Some skills in TFT are more troublesome to your way of looking at talents than others. If we were talking about the Unarmed Combat skills, there is a big difference between the newb and the expert. (5 levels of talents.) If we are talking about Pole Weapons, Charisma, Running, Climbing, or the other talents where there is one level, your arguments are very strained. Most talents have two levels (Sword & Fencing), (Physicker and Master Physicker). Then your argument is strained, but not as bad as those talents where there is only a single level of competency. Let me explain what I mean by the above. I see the first level of the talent as "no longer make newb mistakes". With Swimming, I know about relaxing, inflating my lungs to maintain positive buoyancy, the basic strokes, the basic strategies in the water, and the confidence to avoid panicking. I do not get the -7 DX penalty for total ignorance. (Most skills give a -4 penalty for newbs. Swimming is less forgiving, 4vsDX for non-swimmers, 2vsDX for swimmers, so effectively -7 DX to newbs.) When you were saying that I have to be at 'competition level' before I have a talent, your argument sounded pretty strained, when I was talking about 'competition level' of Running or Climbing. There is only one step between a total newb with no skill at climbing, and a 'competition climber' who free climbs mountains? With swimming, your argument sounded a little bit less forced. Maybe a little bit of training will give you Swimming talent, (and thus avoiding the newb penalty), but the 'competition swimmers' needs Diving talent as well? This suggests that if there were two levels (or more), to Pole Weapons, Climbing, or the other '1 step' talents you would not have to be argue so hard that the basics are equivalent to a sniper who has spent years professionally on a talent. You have said: > Originally Posted by tbeard1999 > 6. I believe that TFT talents represent a professional level of competence. > If so, then I believe that their current cost is defensible (though I don't > mind a more systematic approach with basic-expert-master levels of > competence or somesuch). I also would like to see more talents to better distinguish the newb from the expert. Or David suggests talents allow you to spend more memory to distinguish the apprentice from the journeyman or master. (His idea keeps the number of talents low, which is nice.). However, more talents also has its advantages. If you have Bow 3 in my campaign, and a VERY high speed, you can fire 3 times per turn with a bow. These sorts of cool rules would likely be lost if you had Bow (1), Bow(2) and Bow(4), with a generic bonus for basic, professional, master levels modifier rules for all talents. *************** Now it seems to me, that TFT has set the number of talents that people can get very low. Certainly FAR lower than most RPGs. And in the real world there are lots of people who have MANY basic competencies as well as a few highly skilled abilities. Read some biographies of interesting people for examples. Now it _IS_ possible to make this work in a game. All you have to do is say... 1) People who don't use a talent for a year or several rapidly decay back to zero ability in that skill. My example with Swimming, suggests this is ridiculous. Saying that Art has forgotten years of training as a Chemist is also preposterous. If he were to go back into Chemistry, would he have to brush up? Sure. Would he have to retake high school and university Chemistry? Of course not. But when you argue that his skill has gone from 2 memory points to zero, that is what you are saying. 2) People with 'not a newb' levels of skills, are required to be hugely competent. Can I put a small amount of effort in and improve my climbing ability? Sure! But I must be a competition climber! Can people get good enough at Guns to not have -4 DX and avoid newb mistakes. Sure! If they are a professional sniper! 3) To make the above two concepts sound a little less mad, you have added the idea that ANY TFT talent must be maintained with hours of work a week, to keep any level of that skill. Since people have only so many hours in the week, then the number of skills WILL BE tightly constrained. But do I really have to spend hours a week practicing swimming, to avoid panicking and dying, if I jump in the water? *************** OK, I admit that if you REALLY want to tightly limit the number of talents, the above three ideas will do the job. But in some cases, they seem pretty far removed from reality. *************** The next question is, is the new TFT best served by tightly restraining talents? I do not think so. My players LIKE being able to improve their competencies by taking cool, hard to get talents. I think that TFT would be greatly improved if a dozen or two new talents were introduced, including some cool, powerful ones. I found that in basic TFT all the swordsmen felt the same. They all had Sword, Shield, and Fencing. A while ago, once in a rare while, someone would drop shield, and take two weapons, but losing that armour was a pretty big loss. After some experiments, the shieldless swordsman died away. Is this lack of variety a good thing in the game? I think not. But as for what we prefer, let us agree to disagree. You can take consolation that Steve Jackson seems to agree that the number of talents, and the mIQ costs of the talents, are just fine. Warm Regards, Rick. |
05-08-2018, 09:14 AM | #76 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Double bonus with GUNS.
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I wonder what Steve Jackson was thinking when he wrote this? See my last post for the other points you brought up in this message. Warm regards, Rick. |
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05-08-2018, 10:41 AM | #77 | |||||||||||
Join Date: May 2013
Location: Tyler, Texas
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Re: Talent System - What do talents mean???
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I don't object to having familiarity-level talents. One easy one would be to allow a 1 point "basic" version of any 2 point talent. Specific versions can be tailored, but the general approach would be that it halves whatever penalty (or bonus) is applied to characters without the primary talent and it will only cost one more IQ point to get the primary talent. If someone without the primary talent is simply not allowed to do it, then it is allowed at a (say) -2 to the success rolls. So...basic physicker will allow 1 point of healing and cost 1 talent point. Basic polearm would allow use of polearms at -2 DX instead of -4. Basic chemistry allows the figure to make potions, but at -2 to the weekly DX roll. Basic swimming would allow dog paddling (i.e., you can tread water in calm waters) and other swimming actions at 1/2 the normal penalty. I don't think I'd allow it for talents that cost 3 IQ points. I think an apprentice alchemist would be a danger to himself or anyone else. But I can be persuaded otherwise. Quote:
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I simply think that the base level of skill can be simulated better with (a) default attribute rolls and/or (b) low-level talents. My concern isn't that PCs might be familiar with multiple skills. I don't want them being experts at too many skills. If you adapted the base talent proposal above, someone with the base talent would have to be significantly superior in the relevant attribute to compete with someone who has the full talent. I'm okay with that. Quote:
Nor do I want TFT to become feat-happy ala D&D 3rd. Quote:
When you add multiple talents and make talents easier to get, you exponentially increase the possibility of breaking the system. So my inclination is to favor the least complicated and intrusive solution. Quote:
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05-08-2018, 11:13 AM | #78 |
Join Date: May 2013
Location: Tyler, Texas
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Proposed Base Level Talents
For those who want a "base" talents, I offer the following:
General Rule. Most 2 point talents can be bought at a 1 point "base" level. Unless otherwise stated below, a base talent halves whatever penalty is applied when figures completely lack the full talent. Or, it halves any bonus applied to the full talent. If the full talent simply grants a success roll (i.e., Thief) add 1 die to the success roll. It will only cost one more IQ point to get the full talent later. Base talents require the same IQ level as the full talent. Base talents are NOT sufficient to fulfill talent requirements for jobs, nor do they satisfy prerequisites for advanced talents. Talents available at base level are below. Most are covered by the base rule above, but I'm showing the effect for clarity. Talents with a base level can be indicated with a (b) or somesuch. Sword: -2 DX. Ax/Mace: -2 DX. Pole Weapons: -2 DX Bow: -2 DX Guns: No bonus to hit, but no penalty either. Thrown Weapons: +1 DX; cannot ready and throw in one turn though. Running: +1 MA; when determining half movement allowance, round fractions up. Priest: Basic familiarity with religious rites and doctrines, but not enough to regularly lead a congregation. Bard: +1 die for all success rolls; -2 from roll if you also have Sex Appeal; -1 if you have base Sex Appeal. Detect Traps: Roll 1 fewer die instead of 2 dice to detect traps; converts to full Detect Traps if you also have Alertness. Animal Handler: +1 die for all success rolls. Naturalist: 3/IQ to identify creatures; +1 die for other success rolls. Thief: +1 die for all success rolls. Mechanician: +1 die for all success rolls; includes base Remove Traps Physicker: heal 1 point with physicker's kit. Detection of Lies: +1 die for all success rolls. Ventriloquist: +1 die for all success rolls. Disguise: +1 die for all success rolls. You can extend this rule to 1 point talents, but I'm ambivalent about that. I'd at least limit that to the talents below. The base versions cost 1/2 IQ point. Base talents with -2 DX: crossbow, knife, shield, Base talents with +1 die for all success rolls: Sex Appeal, Tracking, Horsemanship: -2 DX but no DX roll required to stay mounted. Swimming: 3d if you fall in water Climbing: takes twice as long as someone with Climbing skill; 3/DX roll every 5 minutes to avoid a problem. +1 die for any success rolls. Last edited by tbeard1999; 05-08-2018 at 11:17 AM. |
05-08-2018, 12:36 PM | #79 | ||||
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Talent System - What do talents mean???
Hi all, Ty.
I've been quite careful about when I talk about basic TFT and when I talk about possible changes. In the discussion on buying talents, the only time I mixed them was when I gave Art "First Aid (1)" talent, and I called out that I was doing so. In basic TFT, you either have a talent or not. If you have to learn Chemist (2) it takes X amount of time. (6 months in my campaign, but the minimum time to learn is undefined in basic TFT.) If you learn Chemist, and then forget it and then want to learn it again, you have to spend the full amount of time. Quote:
But you can't do so AND defend TFT as written. You admit that you think it should be modified. I've made various arguments that prove that TFT as written leads to a bunch of behaviours that don't make sense in the real world. "Art has to relearn Chemistry from scratch???" You say, no-no, you ought to be able to relearn it faster. OK. But now we both agree with my point, and the discussion moves to how to fix the TFT talents. Either defend the TFT rules as written, or admit that they need to be fixed. If the latter, then we can discuss how they should be fixed. Quote:
I think LOTS of talents make sense when you look at them as the basic talent is fairly easy to learn. But it is only good enough to give you basic competency. Why did I concentrate on Swimming rather than, say, Diplomacy talent? Because it is clear what basic competency means in Swimming. In Swimming, basic competency means not panicking and drowning. In basic TFT all talents work the same. It does not have some skills must be forgotten if you don't use them for a while. It does not have that some skills must have 10% of your time spent to maintain them. It does not have that the first level of some skills means basic competency, just enough to remove newb penalties, and other skills give you a high degree of competence. If you want to defend a house rule version of TFT that is fine. But then your argument that the current TFT is just fine, no changes required, all is logical, has been abandoned. Either Swimming should be forgotten like all the other talents (if I don't use it for a while), or the whole concept that people forget talents enmass when they learn something new has been called into question. If it has been called into question, than the many examples of people having lots of talents (at the basic competency), and a couple or several high skill, professional talents is not so easy to dismiss. You can't have it both ways: Under the current TFT rules, the idea that I have to forget Swimming to make room for Dance is true, or it is not. My argument is that this is a silly rule. Now other games have lots of talents. Call of Cthulhu, gives everyone the same list of talents, rated from 0 to 100%. As you learn skills and use them, these percentages increase. Others give you a certain number of talents per level. GURPS allows you to buy skills for character points. TFT says that the limit is mIQ = IQ. Which is fine unless you want to model real people or heroes from fiction, in which case you run into problems. I think that the easiest way to fix this is to make talents cost less. If the typical talent cost 1/2 as much memory than it does now, you could model real people and fictional heroes easier than using the current TFT rules. If you make that change, then it becomes pretty easy to multi-class where you know everything there is to know about swords (Sword and Fencing) AND know everything there is to know about healing (Phys. and M. Phys.) But if you added some hard to get high competency talents, you tend to find people know everything there is to know about swords (Sword and 4 other talents), and a bit of cross training in healing (2 talents which is not all of them). So people still are specialists, but it is far more likely that everyone in the party has basic Silent Movement, which is handy when the party wants to use some stealth. Quote:
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If they are broken enough to want to change if the party size is 3 people rather than 4 or 5, they are probably broken enough that they should just be fixed. Warm regards, Rick. |
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05-08-2018, 02:55 PM | #80 | ||
Join Date: May 2013
Location: Tyler, Texas
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Re: Talent System - What do talents mean???
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I never claimed to be defending TFT completely as-is and I don't think that's a very reasonable inference. Quote:
Good grief. We're done. |
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