06-18-2018, 07:47 PM | #101 |
Join Date: May 2013
Location: Tyler, Texas
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Re: Experience Points
A couple of questions that I don’t *think* have been asked/answered, along with my opinion as to what the answer should be:
1. When a character adds a point of IQ by spending XP, does he also get a talent point? I don’t know how I fall on this. 2. Are you sure that you want the number of talent points a character can have to be unlimited? I suggest that the answer be “yes; 2 x IQ” or somesuch. My reasoning is that at 100 xp per talent point, talents are FAR cheaper than attributes after attribute level 9. Thus, figures will be able to - and likely will - buy lots of talent points, compared with attributes. For example, for the cost of raising an attribute from 13 to 14, a character can instead take seven talent points. Omitting peculiar weapons, the entire IQ7-8 talent list consumes only 22 talent points. That’s slightly more than the cost of raising 3 attributes from 12 to 13. 3. No question really, just a comment. I’m uneasy about talents costing only 100 xp per point. That seems awfully cheap to me, compared with the cost of raising attributes. Last edited by tbeard1999; 06-18-2018 at 08:07 PM. |
06-18-2018, 11:47 PM | #102 |
Join Date: May 2015
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Re: Experience Points
Yeah, the relative cost of learning things at a flat 100 EP per point, with no limit on the total, would seem to make learning lots of things very attractive, and I think a weird/silly/gamey and/or imbalanced point may be an issue, though I'm not sure exactly where that will come up, as I don't have enough experience with it.
It occurs to me that there should also be a time component that could help reduce the abuse of learning. There are already rules in Advanced Wizard for how much time is needed for wizards to learn new spells, and the answer depends on relative IQ levels and the method used, but ranges from 2 x spell IQ level in weeks (for book learning a spell at your own IQ level) to 1 x spell IQ level in weeks (for instructed learning of a spell at the learner's IQ level) with a discount in weeks equal to how much more IQ you have than the spell requires. That's a lot of game time, and if there were similar rates for learning talents (especially if multiplied by the talent points), it would take a lot of time to learn stuff (though it could nicely be simultaneous with adventuring time if you were actively using it and able to practice it while traveling). So yeah it might only take 700 EP to learn 7 points of talents, but that could be a year of two of study time, or more if you don't really have the opportunity to study those things due to being busy adventuring and doing other things where there is no teacher for them, etc. But some people might balk at the idea of tracking that at all and ignore such rules, at which point it might need some other system. |
06-19-2018, 03:19 AM | #103 | |
Join Date: May 2018
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Re: Experience Points
Quote:
I'm not super concerned about IQ being a dump stat for heroes because that would render them very susceptible to being duped in dangerous ways (illusions are way cheaper than summons). Each attribute has value and you do get what you pay for... |
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06-19-2018, 03:20 AM | #104 | |
Join Date: May 2018
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Re: Experience Points
Quote:
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06-19-2018, 02:42 PM | #105 |
Join Date: May 2015
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Re: Experience Points
Yes, if that's what Steve meant. I'm not clear if he means Staff of Power has double capacity, or if it just means a Wizard can raise their Staff ability to twice as much, but have to pay the EP to do so. I assumed the former because of how it was worded, but I think the Staff ability is powerful so I'd favor having to pay for the double levels Staff of Power allows (and/or having the cost go up the greater you take it - as it is, I think it's a very good buy for 100 EP each point regardless of level).
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06-20-2018, 09:13 PM | #106 |
Join Date: Dec 2017
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Re: Experience Points
Consider scaling the point cost of talents as the total number of talents increase. Maybe 1-10 points of talents are 100XP each, 11-15 points of talents are 200XP each, etc
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06-20-2018, 09:27 PM | #107 |
Join Date: Nov 2010
Location: Arizona
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Re: Experience Points
That's a good idea, right there. Also, we need a LOT more talents! ;-)
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06-20-2018, 10:35 PM | #108 |
President and EIC
Join Date: Jul 2004
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Re: Experience Points
I am open to suggestions for new talents, but not very :) because I don't want to subdivide the existing ones without very good game reasons.
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06-21-2018, 12:56 AM | #109 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Experience Points
Quote:
First Aid (1), like physicker, but heals one hit with physicker’s kit. Can later buy physicker for 1 point. Alternatively, or additionally, perhaps reduce IQ prerequisite for physicker talent. Quickdraw (1), allows figure to drop unused ready weapon/torch, etc. (if any) and instantly ready a new weapon. Must be taken separately for swords (including knife), ax/mace, pistol (in Wild West campaign). Other weapons are possible, I suppose. [You could require a 3/DX roll if desired, but it seems to be a fiddly flourish.]. [Addition for Wild West and later campaigns] - If two figures Quickdraw and it’s important to know who drew first, make a 3/DX roll. Whoever makes the roll by the most (or misses it by the least if both miss) wins. This suggests a simple general rule to resolve opposed contests. Both figures make a 3 die roll against the applicable attribute. Appropriate talents may reduce the dice. If both succeed, the one that makes the roll by the most wins. If both fail, the one who fails by the least wins. If one wins and the other loses, the winner will win the contest. Last edited by tbeard1999; 06-21-2018 at 01:11 AM. |
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06-21-2018, 02:25 AM | #110 |
Join Date: Sep 2005
Location: Arizona
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Re: Experience Points
All it takes is a Disolve Enchantment to make your magic armor or weapon not so magic.
If you have wizards making the good stuff there should certainly be plenty of not so good wizards ready to make your spiffy gear less spiffy.
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So you've got the tiger by the tail. Now what? |
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