12-23-2019, 01:20 PM | #12 |
Join Date: May 2015
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Re: Talent Synergies
Yeah, that's a very good question. It seems to me that while it could be pipelined, it might be best if one master craftsman knew as many of the needed talents, and at master level, compared to a team of separate people.
I would think they would at least need to all explain to each other what their needs and limits were in order to get the best results. i.e. The Master Tanner might be able to do what the Master Leatherworker and/or Master Armorer want and need to make the finest dragonhide armor types, but unless they tell the Master Tanner what they want, he might do something else cool from the Tanner's perspective, that isn't ideal for fine armor. |
12-23-2019, 02:00 PM | #13 |
Join Date: Sep 2018
Location: North Texas
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Re: Talent Synergies
I'd love to see the details behind your 'advanced' talents. When you have chance, please post some under the Cidri's got Talent! thread.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
12-23-2019, 02:31 PM | #14 | |
Join Date: May 2015
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Re: Talent Synergies
Quote:
The Master Tanner and Master Leatherworker are in Legacy ITL, though, under Mundane talents, though they have no descriptions other than the English word meanings, and it's not even clear to me if a Master mundane talent is supposed to be 3 points total, or 3 points on top of whatever the base talent costs (I assume the latter, since that makes most sense to me). |
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12-23-2019, 03:20 PM | #15 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Talent Synergies
ITL 36
Quote:
I've already got an adventure setting in the works for Master Beekeeper, so how about the rest? Which could be used with Shipbuilder or Architect/Builder?
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-HJC |
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12-23-2019, 09:34 PM | #16 |
Join Date: May 2015
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Re: Talent Synergies
It could be that. But other talents are in the pattern of a base talent for one cost, and then a Master version of the talent with its own cost, that requires the first talent as a prerequisite.
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12-23-2019, 11:37 PM | #18 |
Join Date: May 2015
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Re: Talent Synergies
It doesn't say it for the mundane talent. That's why it's unclear. But the other talents that have Master versions all have prereqs of the non-master talent, e.g.: "Master Armourer [...] Prerequisite: Armourer."
So while it's not crystal clear, and doesn't explicitly say so for sure, I think it's unlikely that the intent is: Tanner (1) Master Tanner (3) - no prerequisite But I guess the new cheapened costs of most Legacy talents might tend to imply it's more like: Tanner (1) Master Tanner (2) - prerequisite: Tanner and so Leatherworker and other 2-point mundane talents would ALL be like Leatherworker (2) Master Leatherworker (1) - prerequisite: Leatherworker That just seems a bit dull, since the only interesting distinction in such talents is whether they cost 1 or 2 points, and having Master for ALL of them always cost 3 seems ... less detailed/interesting/accurate to me. Also, since the IQ requirement for ALL of them seems to be 8 for some reason (I expect the reason is mainly so they can be listed all in one place in the rules, NOT because it makes sense), the master requirements all seem to be IQ 8 too... and if it's just a matter of 1 or two more points in a trade talent, it starts to feel like it implies to me that most crafters would/should be masters or else they're chumps, at least as far as the technical game requirements go. But when I was making new armor types and thinking of making Master Leatherworking an important requirement, I wasn't thinking it would be a particularly easy or common level of talent. I guess it's up to all GMs to figure out how they want to handle them, if/when it comes up, as is so often the case. Last edited by Skarg; 12-23-2019 at 11:47 PM. |
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