|
|
Thread Tools | Display Modes |
10-06-2018, 10:40 PM | #1 |
Join Date: May 2015
|
Another issue with always requiring XP to learn talents/spells after play begins
Consider an experienced (39-point) wizard character:
ST 10 DX 12 IQ 17 17 spells/talent-points including Staff V Staff Mana: 12 How much XP did it take to get there? It depends a LOT on what the starting character looked like. If it started as: ST 10 DX 12 IQ 10 10 spells/talent-points including Staff I Then not only did it add seven attribute points (assuming the XP table didn't get adjusted, 100+100+200+400+800+1600+3200 = 6400 XP), and 12 staff mana (2400 XP), but it bought 7 points of talents for 500 XP each (3500 XP), AND upgraded the staff spell 4 times (2000 XP) for a total of 14,300 XP. If it started as: ST 8 DX 8 IQ 16 16 spells/talent-points including Staff IV Then the cost is the same, minus all but one of the talent points and one of the Staff upgrades, so it only took 9,800 XP. If it was a goblin: ST 6 DX 9 IQ 17 17 spells/talent-points including Staff V Then it could've started with all its talents ans spells, and cost 8,800 XP. To me, this seems like another good reason why characters should be able to learn talents & spells up to their IQ through study without spending XP, like in old TFT. It would remove the XP divide above, as well as reduce the weirdness of learning something taking as much XP as several early attribute points (and the other issues people have mentioned with that). |
10-06-2018, 10:48 PM | #2 | ||
Join Date: Jul 2005
Location: Geelong, Australia
|
Re: Another issue with always requiring XP to learn talents/spells after play begins
Quote:
Quote:
|
||
10-06-2018, 11:17 PM | #3 |
Join Date: May 2015
|
Re: Another issue with always requiring XP to learn talents/spells after play begins
Yeah that's how I read it too until I read people pointing out that all the places saying that got removed.
|
10-06-2018, 11:57 PM | #4 | |
Join Date: Dec 2017
Location: behind you
|
Re: Another issue with always requiring XP to learn talents/spells after play begins
Quote:
Your first "starting configuration" (ST10 DX12 IQ10) isn't very "wizardly". It seems fair to me that he would have to spend more XP to reach his "more wizardly" self (ST10 DX12 IQ17). The other two "starting configs" pay about the same XP and pay almost half as much as the first "starting config". Did you notice that they both look more "wizardly" as well? There's absolutely nothing horrendous, offensive, wrong, incorrect, erroneous, unfair, or objectionable about this to me. I love the new XP system. If it were up to me, I'd tear out the IQ-point system at character creation too. I'd throw it all in the can, pour gasoline on it, and light a match. Burn, baby, burn! LOL I'd give all starting characters 10 points of talents/spells. Done. Last edited by platimus; 10-07-2018 at 12:25 AM. |
|
10-07-2018, 12:20 AM | #5 | |
Join Date: Dec 2017
Location: behind you
|
Re: Another issue with always requiring XP to learn talents/spells after play begins
Quote:
If increasing your IQ (increasing your stats) ALSO gave you new abilities, why would one use the words "instead of"? One wouldn't. If it meant what you guys thought it meant, it would read as follows: "Somewhere around a total of 36 or 37 stat points, most players will choose to start learning new abilities without buying higher stats." OR "Somewhere around a total of 36 or 37 stat points, most players will choose to start learning new abilities without buying higher IQ." Maybe Steve will change his mind about this if you complain enough. Good luck. |
|
10-07-2018, 12:58 AM | #6 | ||||
Join Date: May 2015
|
Re: Another issue with always requiring XP to learn talents/spells after play begins
Quote:
Quote:
The thematic argument I think you mean, lands with me as an argument for Steve's original new XP proposal, which involved charging higher XP to raise attributes based on the level of the attribute being raised, rather like GURPS did in editions 1 through 3, which I rather like, but doesn't seem particularly on point here. Quote:
Quote:
And BTW, your change to 10 knowledge points for all starting characters would solve the issue in this thread about the disparity of costs. But it wouldn't solve the other issues with not being able to learn a 1-point talent or spell as an average character without enough XP to gain several attribute points instead. |
||||
10-07-2018, 01:25 AM | #7 | ||||||
Join Date: Dec 2017
Location: behind you
|
Re: Another issue with always requiring XP to learn talents/spells after play begins
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Now if I could just lower the IQ requirements of ALL talents to IQ 10 or less, my evil plan to devalue IQ will be complete! Mwuhahahaha! LOL Last edited by platimus; 10-07-2018 at 01:40 AM. |
||||||
10-07-2018, 03:50 AM | #8 |
Join Date: Jul 2005
Location: Geelong, Australia
|
Re: Another issue with always requiring XP to learn talents/spells after play begins
Wow, can we tone this back a few hundred notches?
Just because we disagree there’s no need for vitriol! |
10-07-2018, 07:46 AM | #9 |
Join Date: Dec 2017
|
Re: Another issue with always requiring XP to learn talents/spells after play begins
I like the new version of things. If there is a 'path dependence' to getting to certain ends, it just means people who care about that sort of thing will plan ahead.
|
10-07-2018, 08:04 AM | #10 | |
Join Date: Dec 2017
Location: behind you
|
Re: Another issue with always requiring XP to learn talents/spells after play begins
Quote:
Just because we disagree there's no need to demonize me. :) |
|
|
|