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Old 10-20-2020, 11:15 AM   #11
Skarg
 
Join Date: May 2015
Default Re: Talent/spell proficiency

I think Henry means he "needs" DX 15 enchanters for it to make any sense to an accountant that magic items would be sold at the listed prices.
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Old 10-20-2020, 11:31 AM   #12
hcobb
 
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Location: Pacheco, California
Default Re: Talent/spell proficiency

Attribute boosts (esp. DX boost) is much harder in Legacy than first edition and a lot of the crafting rules were marginal under the old rules, but the prices where copy and pasted.

GMs should never ever let the little munchkins shop from the book and smile when they say they'll make it themselves.
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Old 10-20-2020, 12:45 PM   #13
phiwum
 
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Default Re: Talent/spell proficiency

Thanks.

Doesn't really come up in my games so I plumb forgot that passage.
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Old 10-20-2020, 09:43 PM   #14
Helborn
 
Join Date: Aug 2005
Default Re: Talent/spell proficiency

Quote:
Originally Posted by hcobb View Post
ITL 150: "The weekly roll is made against the wizard’s basic DX. Potions, Aid spells, magic items, etc. cannot help."

However a Charm +1 or +2 does.
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Old 10-21-2020, 11:12 AM   #15
hcobb
 
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Default Re: Talent/spell proficiency

Quote:
Originally Posted by Helborn View Post
However a Charm +1 or +2 does.
Which require potions that cost more to make than they are sold for.
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Old 10-21-2020, 09:13 PM   #16
TippetsTX
 
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Default Re: Talent/spell proficiency

Henry, in this proposed model do ALL talents have additional proficiency levels or would that feature be limited to the '1-point' choices?
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Old 10-21-2020, 10:20 PM   #17
hcobb
 
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Default Re: Talent/spell proficiency

Are there any non-combat talents that would be blown up by letting characters boost their DX or IQ at considerable cost?
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Old 10-22-2020, 12:08 AM   #18
Skarg
 
Join Date: May 2015
Default Re: Talent/spell proficiency

One consideration I see is that many non-combat talents don't really have any rules which use attribute rolls, and some talents do already have advanced levels which don't use this scheme. It seems like an attempt to add a generic mechanic without really thinking about what it's going to mean (if anything) in practice in many cases.
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Old 10-22-2020, 06:39 AM   #19
larsdangly
 
Join Date: Dec 2017
Default Re: Talent/spell proficiency

You have a point; it is a little like pursuing a policy of 'grade inflation' at a school that doesn't use grades.
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Old 10-22-2020, 06:54 AM   #20
David Bofinger
 
Join Date: Jan 2018
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Default Re: Talent/spell proficiency

This might increase variety between characters - different characters will choose different spells in which to have proficiency. But I don't think this effect will be very strong. Most people know what the good spells are and most players will be very tempted to add proficiencies to those.

Once they have paid for those spells to be at +3 they'll be very tempted to use them again and again. I mean, they were already the best spells, and now they are even better. The likelihood of dragging out an unusual spell for a fight declines. So the variety of spellcasting within a single character over time declines. IMO that's a bad thing.

I think on balance I'm against the idea.

As a general remark: If you think the new experience system has broken wizards, it's probably best to fix the experience system, rather than bend everything else to fit.
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