11-11-2020, 06:07 PM | #11 | |
Join Date: Jun 2008
Location: Boston area
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Re: Splitting off Memory Points from IQ completely
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The idea is that they're performing a valuable service for a buncha unarmed combat trained monks. As reward, they can learn UC I, but it will require some investment in time and XP to receive this reward. Since they will be engaged in training at the monastery, there will be some cost of living to figure in as well (though it should be lower than $50 per week). Note that this talent isn't really all that useful for most adventurers anyway. It's not like I'm granting two-weapons at a substantial discount. Only those characters who are keen to wear nothing more than cloth armor will have much use for this benefit. (UC I is really not as good as brawling, by itself. It's only useful as a springboard to UC II and higher.) |
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11-11-2020, 06:18 PM | #12 | |
Join Date: Sep 2018
Location: North Texas
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Re: Splitting off Memory Points from IQ completely
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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11-12-2020, 12:33 AM | #13 | |
Join Date: May 2018
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Re: Splitting off Memory Points from IQ completely
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11-13-2020, 02:49 AM | #14 |
Join Date: Jun 2019
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Re: Splitting off Memory Points from IQ completely
I see this as pretty viable because, despite the fact low and high IQ figures would have the same amount of these MP, the high IQ character gets rewarded for that IQ by having a substantially larger menu of talents and/or spells to choose from, with those requiring the highest IQ usually the most valuable. But the "intellectual" might squander most of those MP on those attractive IQ 14 spells and talents others don't qualify for, while forgetting to take "Swimming", a mistake they don't realize until they fall into a swimming pool. It's kind of Darwinian.
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"I'm not arguing. I'm just explaining why I'm right." |
11-18-2020, 12:03 AM | #15 |
Join Date: Jul 2018
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Re: Splitting off Memory Points from IQ completely
I just came to basically this conclusion over on the "Missile Weapons for Wizards" discussion on the main board, except I called them "Skill Points", as a potential answer to some excellent observations people were making about how Legacy Edition character advancement rules make it unreasonably hard for beginning characters to learn new spells and talents.
My idea was a little closer to the original rules: you start with Skill Points (MPs) equal to your IQ, and then during the course of play you buy more, at whatever XP cost you're currently paying for attribute points. MPs don't count against your attribute point total. The number of talents / spells / languages you know can't be more than your IQ, so you're eventually forced to increase your IQ if you want to learn more stuff. [Edit: this last sentence is something I'm toying with, but not sold on yet.] Once you're using that system though, it's a pretty simple change to rule that all characters start with the same number of Memory Points regardless of IQ. If I were to do it that way, I'd say everyone gets 10 Memory Points, but also grant starting characters the option to trade 1 attribute point for 2 extra MPs. Last edited by Anomylous; 11-18-2020 at 11:38 AM. |
11-19-2020, 03:31 AM | #16 |
Join Date: May 2020
Location: Maine, USA
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Re: Splitting off Memory Points from IQ completely
There's a Hexagram article or three in this thread, I'm sure of it. As someone who is a relative newcomer to TFT, I see a lot of derivative XP systems being proposed. Has anybody worked out an advancement system that's not based on the existing ones from the original or Legacy editions?
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11-19-2020, 06:18 AM | #17 |
Join Date: Sep 2018
Location: North Texas
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Re: Splitting off Memory Points from IQ completely
Yes, but mine relies on altering a few other design elements...
Characters start in the NOVICE tier where... Attributes cost 100 XP up to 32 points; 200 XP for 33rd/34th points; 300 XP for 35th/36th points; 250 XP for 'simple' Novice talents or spells; and 400 XP for 'complex' Novice talents or spells. All talents or spells available to starting characters must be selected from the NOVICE tier (though the GM may allow exceptions on a case-by-case basis). These generally align to talents/spells up to IQ 11. In my game, I have recharacterized all talents and spells as either 'simple' or 'complex' which roughly correspond to items that previously cost 1 or 2 IQ points respectively. And yes, this means that some spells cost more than others. Then, in the VETERAN tier: 600 XP for 37th/38th points; 800 XP for 39th/40th points; 1000 XP for 41st/42nd points; 900 XP for 'simple' Veteran talents or spells; and 1200 XP for 'complex' Veteran talents or spells. Talents and spells in the two VETERAN tier categories roughly correspond to talents that cost 2 or 3 IQ points respectively, though TBH, those 'weights' are no longer relevant in my system. Most advanced combat talents are restricted to this tier, for example. I also have numbers for a LEGENDARY tier which takes characters up to 48 points, but I consider those theoretical at this point since my game is still a ways off from that level of play (and I have some other things to figure out there including the creation of new talents above IQ 14).
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
11-21-2020, 03:19 AM | #18 |
Join Date: May 2020
Location: Maine, USA
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Re: Splitting off Memory Points from IQ completely
@TippetsTX - I'm totally stealing this.
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11-25-2020, 09:40 PM | #19 |
Join Date: Jul 2018
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Re: Splitting off Memory Points from IQ completely
After a long discussion of the topic with my dad and brother (Dad's an OG TFT'er and thus a traditionalist, bro is a hardcore gamer/math nerd and munchkin extraordinaire), we came to the following conclusion on XP cost for Memory Points:
A Memory Point costs whatever your next attribute point would cost, or 500XP - whichever is less. |
11-26-2020, 04:45 AM | #20 | |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Splitting off Memory Points from IQ completely
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I also think when writing an experience system the philosophy should be: decide how long you want characters to sit at a particular level, multiply by how fast you expect them to acquire experience points at that level, and the result is how much it should cost to go up. I think doing this calculation quickly cures the delusion that experience costs should rise exponentially, a pernicious trope that refuses to die. |
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