07-17-2018, 01:48 AM | #21 | |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Another Approach to Spell/Talent Cost
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07-17-2018, 02:03 AM | #22 |
Join Date: Dec 2017
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Re: Another Approach to Spell/Talent Cost
I like this idea a lot. It doesn't set an arbitrary limit--it simply makes "legendary characters" more "expensive". And I like that it allows the system to leverage "talents" as a key differentiator between characters, as opposed to a few attributes. Yes, it will be important to ensure all talents have been properly tested for balance... but that would have been an issue even using the original system.
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07-17-2018, 06:07 AM | #23 | |
Join Date: Aug 2004
Location: Columbia, Maryland
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Re: Another Approach to Spell/Talent Cost
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I'll admit part of what has kept me coming back to play Melee/Wizard/TFT over the years is the simplicity. There are plenty of games out there where character creation takes a long time, even whole sessions, but very few where I can make a character up in my head in as long as it takes me to pick 8 or maybe 10 talents that each cost from between 1 and 3 points. |
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07-17-2018, 08:44 AM | #24 |
Join Date: Dec 2017
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Re: Another Approach to Spell/Talent Cost
I am not sure how other people think about 'legendary' characters, but I suspect they mean something I don't agree needs to be facilitated in TFT, which has always been a game built for, and best at, relatively closely-matched contests between combatants who fall within a certain range in power.
When you pull back and look at the full sweep of discussion on this forum, you can see a sort of schizophrenic conflict in our collective thinking: On one hand, many people recognize that the game isn't very fun once 'attribute bloat' sets in (I don't agree, but only because in my experience characters are always dead before that happens...), and on the other hand they want to have characters be exceptionally powerful, 'maxed out' or 'legendary' in their abilities. Presumably that means they have only modest chances of getting murdered on adventures, and they grow into stat levels and/or talents that blow everyone else's doors off. We can't have it both ways, and Steve has to make a choice between these things. Personally, I already have about 873 published roleplaying games on my shelves in which player characters are functionally immortal super heroes, and I don't need another one. My preference is that TFT remains the game where player character legends are about that cool fight where they got killed. |
07-17-2018, 10:02 AM | #25 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Is the elder game schizophrenic?
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I obviously disagree with this. At one time I was known as a killer GM where people died a LOT. I've got bored with low level characters and my style is that the adventures are more survivable, if people take care. Also, not counting arena battles where I'm teaching a new player the combat rules, it has been YEARS since I've had an arena fight. My focus is exclusively on long running, complicated, involved campaigns – ones with lots of politics, puzzles, and subtle threats. Consider that people who like the elder game with advanced characters are hardly schizophrenic if they want the game to play well WITH experienced characters. Such GM's and players will have experienced attribute bloat, and have every right to be concerned about it. Speaking personally, my goals for the new TFT are quite straightforward. What I have campaigned for most strongly is a modest increase in memory, so that people can have a bandit leader who is ALSO a ranger, or a pirate who is ALSO a thief. I've also asked for cool talents for elder characters, and suggested very modest solutions to attribute bloat. (Steve's solution is FAR larger than anything I suggested.) These goals, far from being schizophrenic, seem to me to be... logical and tightly focused. Finally, if Steve fixes the elder game, there is little that will effect the play of low level characters. (Are there any changes that will adversely effect low level characters which concern you?) I confess concern over the powerful talents that Steve has suggested (they have lots of sub abilities which all have to work and be balanced rather than several simpler talents). But they seem to becoming much more balanced. Warm regards, Rick. Last edited by Rick_Smith; 07-17-2018 at 10:36 AM. Reason: Expanded argument. |
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07-17-2018, 03:25 PM | #26 | |
Join Date: May 2018
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Re: Is the elder game schizophrenic?
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Nerve strikes have not come into play yet (against ST 20 terror birds) but it seems like you could declare a nerve strike for one or both of the two punches you can do if you choose to do slightly less damage. |
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07-17-2018, 03:37 PM | #27 |
Join Date: Jul 2005
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Re: Is the elder game schizophrenic?
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07-17-2018, 03:39 PM | #28 |
Join Date: May 2018
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Re: Is the elder game schizophrenic?
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07-17-2018, 04:30 PM | #29 | |
Join Date: Jul 2005
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Re: Another Approach to Spell/Talent Cost
I've been reading that thread.
However, you said Quote:
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07-17-2018, 04:39 PM | #30 |
Join Date: May 2018
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Re: Another Approach to Spell/Talent Cost
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