07-16-2018, 06:13 AM | #11 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Costs of spells and talents - requirements.
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I'm sure that your system would work, but I think that it is too far from old TFT for Steve to use. I would love to see that article, thank you! Email sent. Warm regards, Rick. |
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07-16-2018, 06:22 AM | #12 | |||||||||
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Ways to gate keep powerful talents.
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Of course we don't know how talent purchase works. Tell me what you think of this:
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07-16-2018, 06:35 AM | #13 | |
Join Date: May 2018
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Re: Zot has new costs for talents.
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07-16-2018, 06:48 AM | #14 | |
Join Date: May 2018
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Re: Costs of spells and talents - requirements.
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Also, you could just as well say that diversity suffers when talents have an IQ level because "everyone picks up the relevant talent at the same IQ level." |
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07-16-2018, 06:49 AM | #15 | |
Join Date: May 2018
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Re: Ways to gate keep powerful talents.
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07-16-2018, 07:03 AM | #16 |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Ways to gate keep powerful talents.
// David was suggesting you can get many talents but the cost of talents rises steeply as you get more.
Hi David, Zot. This would work, a couple thoughts... -- I think that David's exact suggestion above would give out too much mIQ. I would have the higher costs kick in quicker. Maybe you get 10 mIQ for free at character creation, the next 5 pay normal cost, and every 5 more points the cost doubles. I appreciate his system allows high IQ people learn more talents more quickly & cheaply, but is the complexity worth it? -- This reminds me the Deadlands RPG. The cost goes up steeply for the higher levels of improvement. (It is not hard to get a basic competence in something, but getting really good is expensive.) Warm regards, Rick. Last edited by Rick_Smith; 07-16-2018 at 07:09 AM. |
07-16-2018, 08:47 AM | #17 |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Costs of spells and talents - requirements.
Hi all,
I was intending that this thread would be a place for out of the box ideas for the problems discussed in the first few posts. Ideally it would not be a place where the same ideas from other threads are rehashed. One thing is that Wizards get a place to spend XP, (their staffs), but heroes don't get anything similar. *** One way to look at the wizard's staff mana bank is it is an advantage in GURPS terms. It is like gradually buying the Extra Fatigue Points advantage. I do not see why a handful of similar advantages could be created. Each character can pick one at character creation. All of these have the same cost to improve. So if it is decided that putting more points of mana into your staff costs progressively more experience, the following advantages would also pay at the same rate. Wizards would commonly pick the Staff Advantage. But others are possible: Weapon Speed. The character spends XP and gradually increases their speed with a single type of weapon. This improves their DX for orders of attack but does not improve their chances to hit. (So if you have a +5 speed and a 12 DX, you would attack with the 17 DX figures, but you would still need a 12 or less to hit. This is not an improvement to a particular weapon, but rather a mystic understanding of how to wield a weapon fast. If you lose your favourite sword, you can replace it with another sword and still keep this bonus. The maximum weapon speed bonus is equal to your DX. Spell Speed. As above, but it allows wizards to cast spells faster. Jack of all Trades. You learn many skills and languages quickly and easily. Each point of this advantage bought allows you to gain one extra mIQ for learning talents or languages with. The maximum number of points that may be bought of this advantage is equal to your IQ. Mystic Strength. You have a mystic understanding of great ST. Each point put into this advantage allows you to increase your ST by one, but only for the following purposes. The Advantages of Great ST rules on page 8 of ItL, Lifting, pushing or dragging heavy objects, saving throw against ST which are caused by magic spells and effects, and, finally, spells that are affected by your ST. So if you had a ST 14 and 7 points of Mystic Strength, you ST if effectively 21 vs magic and a Sleep spell would not effect you. This bonus ST can NOT be used to help you wield heavier weapons nor may it be used to meet the ST prerequisite to talents. The maximum number of points that may be bought on Mystic ST is equal to your basic ST. Etcetera. A few more of these could easily be invented. Most wizards would choose to take the Staff Advantage, but some wizards might think Spell Speed would be important (they like casting their spells early in the fight). A few of these advantages would add more variety to characters. Warm regards, Rick. Last edited by Rick_Smith; 07-16-2018 at 08:52 AM. |
07-16-2018, 10:03 AM | #18 | |
Join Date: May 2018
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Re: Costs of spells and talents - requirements.
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I don't see why they need to be called "advantages" though -- they could be called "options", turned "option talents". The text of an option talent could contain the limitations, like a character can have no more than 2 option talents. Or only one option talent if it's supposed to be a "signature feature". |
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07-18-2018, 04:06 AM | #19 | |
Join Date: May 2018
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Re: Costs of spells and talents - requirements.
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07-18-2018, 10:34 AM | #20 |
Join Date: May 2015
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Re: Costs of spells and talents - requirements.
One side-quibble: I think that reading of the Death spell is your interpretation or house rule. The spell is vague as its wording wasn't revised from Wizard to Advanced Wizard. One wizard dies, but it just says the other loses the same amount of ST. I assumed this meant fatigue loss rather than damage, but it would be an interesting distinction and perhaps-wanted discouragement to use the spell (I think I like the idea, but am just pointing out it doesn't seem to actually say it does damage to the survivor).
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includes, prerequisites, spell costs, talent costs, wizard hero balance. |
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