03-10-2018, 09:34 AM | #681 | |
Join Date: Jan 2018
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Re: All talents get more levels.
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03-10-2018, 12:36 PM | #682 | |
Join Date: May 2015
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Re: All talents get more levels.
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03-10-2018, 12:47 PM | #683 | |
Join Date: Jan 2018
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Re: All talents get more levels.
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Secondly it provides a higher level of differentiation between fighters. Lastly you would only have to modify the talent section which I am hoping they will do anyway. So it could be First Aid (1 IQ) Physicker (2IQ only 1 if have First Aid) Master Physicker (2 IQ). Beyond that I don't think you can do much more in the field triage maybe a Surgeon for in town. |
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03-10-2018, 12:52 PM | #684 | |
Join Date: May 2015
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Re: All talents get more levels.
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Since TFT (especially Melee) is supposed to be interesting even at the level of one fighter facing one other fighter, I'd think we'd probably want more precision and variety than having four clear tiers like basic, pro, expert, genius, and more gradual transitions as characters improve. |
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03-10-2018, 12:57 PM | #685 | |
Join Date: Jan 2018
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Re: All talents get more levels.
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While I like the deadliness, I've evolved over time and I suggest that a "Roll the body," rule really works. If you get knocked to zero, you can be revived by someone else (6 dice versus IQ), saved by a Physicker (5 dice versus IQ) or Master Physicker (4 dice versus IQ) by a good roll. You can even tailor the exact roll required to the desired mortality level of your game and any permanent penalties that might result. I also had some ideas to improve survival by tweaking the Warrior and Veteran talents (reducing ST prerequisite) and by creating an Armor talent (reducing penalties for high ST characters.) I tend to prefer my changes to incremental and as small as possible. Has anyone actually tried and liked or disliked the results of House rules like these? |
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03-10-2018, 01:09 PM | #686 | |||||
Join Date: May 2015
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Re: Lowering memory cost of talents doesn't fix everything.
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* IF (as I was suggesting) the limit of total talent points to IQ is removed, and extra talents are added which can be bought for EP, in order to create a juicy option to represent experienced characters by giving them more talents rather than just adding more and more DX & IQ, and we want an experience curve of some sort, then I think we probably do want to take into account talents, at least when they exceed the basics. * If we care about accurate assessments of how strong a character is (as I do when I give out EP for defeating opponents, or for assessing difficulty of surviving a programmed adventure) then I'd want to take relevant talents into account. Fighters who use ITL talents well are worth a few more points in combat than Melee fighters or those with only basic talents. |
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03-10-2018, 01:51 PM | #687 | |
Join Date: Nov 2010
Location: Arizona
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Re: All talents get more levels.
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It still works the same way -- you have to roll for success in one way or another, whether you're actually building something or merely identifying the architectural style. Those talents thus work in the exact same way: at Level-0, you roll 3/ATT instead of 4/ATT; at Level-1 through Level-3 you add the indicated number to your attribute when using that talent only to determine if you succeeded. |
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03-10-2018, 03:59 PM | #688 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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How well tested are new dying rules in Rick's game?
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For a couple of decades I've been playing with rules that have lowered the deadliness. In the last 5 years, I've moved to my current system. The big changes in the last 5 years are: -- Easier to remember. -- More deadly once hurt person is at -5 ST or more. I would say my rules are very well tested. They do exactly what I want them to do. Now if you want the dying rules to behave differently, they WON'T be perfect. I've decided I like about a 5 to 6 point gap where you are too hurt to fight, but can likely be treated and saved. I want more dramatic things to happen when people are badly hurt. And I want it to be HARD to save people who are at -6 ST, or worse. Now, I do not say my rules are perfect for the new TFT, because I have completely dealt with attribute bloat with my superscript rules. It is a non-issue for me. If little is done to deal with attribute bloat in the new TFT, then perhaps making it really hard to save people at -3 ST would work better. Warm regards, Rick. |
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03-10-2018, 04:27 PM | #689 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: All talents get more levels.
Sounds like the difference is that I generally assume the talent in TFT is the middle of the three, and you seem to assume it's the lowest of the three. I actually think the game needs talents at the bottom every bit as much as talents at the top.
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03-10-2018, 04:54 PM | #690 | |
Join Date: Jan 2018
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Re: How well tested are new dying rules in Rick's game?
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Tags |
in the labyrinth, melee, roleplaying, the fantasy trip, wizard |
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