12-05-2018, 07:58 AM | #21 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: IQ attribute increase and talent/spell
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Page 18: "Each level of Staff is a prerequisite to the next." Page 137: "A Creation Spell for a given area includes all the spells of the same type for lesser areas."
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12-05-2018, 09:07 AM | #22 | |
Join Date: May 2015
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Re: IQ attribute increase and talent/spell
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Don't they have the same effect? i.e. If I have the required level of starting IQ for Staff II, don't I get Staff I and Staff II (same for Illusion and 4-hex Illusion) for one talent/spell point? And if I know Illusion and raise my IQ enough to learn 4-hex Illusion, don't I (RAW) still need to spend 500 XP to learn 4-hex Illusion? |
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12-05-2018, 09:59 AM | #23 |
Join Date: Dec 2017
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Re: IQ attribute increase and talent/spell
The new RAW clearly increase the value of IQ as a stat at the start of play. We are accustomed to heroes who start with the minimum IQ of 8, reaching up to 9 or 10 if they want to draw on relatively advanced talents, whereas now players will be tempted to think of 9-10 as a normal base line and will contemplate going as high as 11 or maybe even 12. I think this is very healthy as it opens up the 'design space' for starting characters, and leads to more balanced and interesting PC's. All of these high IQ heroes have intriguing capabilities, but they also suffer from lower ST and DX. This, in turn, raises the effective value of high ST or DX scores (because they are less common and have greater advantage over foes). Anything that opens up new possibilities for 'valid' character designs (in this context, meaning 'competitive in combat') is a good thing.
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12-05-2018, 10:12 AM | #24 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: IQ attribute increase and talent/spell
Talents can substitute for ST and DX.
This is clearest in the case of the Light Crossbow sniper with three levels of Missile Weapons, but those shrewd blows hit like much higher ST weapons.
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12-05-2018, 11:27 AM | #25 |
Join Date: Dec 2017
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Re: IQ attribute increase and talent/spell
'Missile Weapons' talent doesn't provide a damage bonus for 'shrewd blows'. Did you mean that in some other way? Like, were you referring to the optional aimed shot system (which doesn't increase damage but has other effects)?
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12-05-2018, 12:12 PM | #27 | |
Join Date: Dec 2017
Location: behind you
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Re: IQ attribute increase and talent/spell
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Miranda Warning: Anything you say can and will be used against you in a forum of rules-lawyers. |
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12-05-2018, 02:21 PM | #28 |
Join Date: May 2015
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Re: IQ attribute increase and talent/spell
The issue isn't with the start of play, though, but with what happens during the first 500 XP to 2000 XP or so. The RAW creates a bizarre situation where no one can learn talents without spending as much XP as it takes to make a massive difference in the ability level of a character by raising attributes.
That by itself is a huge issue to me. But even worse is the imbalance between a character who starts with high IQ (and therefore talents), and a character with less IQ who then tries to buy talents with XP. A few points in IQ can be worth THOUSANDS of XP in talent/spell-learning savings. |
12-05-2018, 02:59 PM | #29 | ||
Join Date: Dec 2017
Location: behind you
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Re: IQ attribute increase and talent/spell
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Quote:
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Miranda Warning: Anything you say can and will be used against you in a forum of rules-lawyers. |
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12-05-2018, 03:29 PM | #30 | |
Join Date: Sep 2018
Location: North Texas
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Re: IQ attribute increase and talent/spell
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I have the same issue which has led me to restore the post-creation connection between IQ and talents/spells as defined by the original TFT rules.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 12-05-2018 at 03:33 PM. |
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