06-15-2018, 01:46 PM | #72 | |
Join Date: Nov 2010
Location: Arizona
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Re: Talent (or advantage) needed for spell casting.
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I suppose if you think about it, what I actually did was create a vastly simplified "advantages" list (with no "disadvantages" aspect to it) a la GURPS, but without all the extra complexity that GURPS provides for... |
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06-15-2018, 04:45 PM | #73 | |
Join Date: May 2015
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Re: Talent (or advantage) needed for spell casting.
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There could be various such things, though I don't know how much could be added before people will think it's too far from classic TFT. (As for racial abilities, it seems like they could be optional too, and/or in some cases things other races could get at a higher cost. e.g. Halfling missile/thrown modifiers could be those talents, and cheaper for them, but optional.) |
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06-15-2018, 07:53 PM | #74 | ||
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Talent (or advantage) needed for spell casting.
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There are consequences: the system would probably hurt starting characters and favour experienced ones. Not obviously a problem. Quote:
If you are going to do classes with talents then there's several that spring to mind:
You'd also need to think about order. If I buy a spell, and then learn the talent that makes spells cheaper, do I get a discount? Because that's a kind of believable story and I wouldn't want to penalise it relative to "so I went to magic school". |
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06-16-2018, 12:12 AM | #75 | |
Join Date: May 2018
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Re: Talent (or advantage) needed for spell casting.
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Isn't that a significant departure from the hero/wizard distinction, which freezes your choice at the point of character creation? |
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06-16-2018, 12:46 AM | #76 | ||
Join Date: Nov 2010
Location: Arizona
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Re: Talent (or advantage) needed for spell casting.
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Sure! There are a lot of different ways to skin this particular cat (with apologies to cat lovers), I just picked the one that seemed least disruptive towards the existing rules to me at the time... YM will definitely Vary! |
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06-16-2018, 02:05 AM | #77 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Experience Points
An alternative to the xp cost would be something like "wizards have -2 attribute points. Non-wizards learn spells at -4 to IQ". That gets rid of both "Why not create this fighter as a wizard" and "why not learn a couple spells".
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06-16-2018, 02:42 PM | #78 | |
Join Date: May 2015
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Re: Experience Points
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As I continue to sleep on the system, I wonder if the hard cap at 40 might instead be some sort of exponential EP cost, so it's not impossible to go over 40, but just unlikely/inefficient, and also the arrival at 40 would be slower. Because I notice people are going straight to strategizing about targets for 32 and 40 as if it's not going to take years of play to get to 40 (which I'd hope it would, as it usually did for us in old TFT), and also about exceptional characters whom I wouldn't think were that way due to Wishes. |
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06-16-2018, 02:57 PM | #79 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Talent (or advantage) needed for spell casting.
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I think that this is so incredibly unlikely that I’d rather just houserule it if it EVER came up - “Okay, you can go off to a wizard’s academy for 3 years. When you graduate, you’ll have forgotten most of your talents. Any you keep will cost you double. Spells cost 1 point.” Or - “fine, pay the Wizards Guild $X and they will rewire your brain. When it’s over, you’re a wizard. Rework your talents and add the spells you want, paying the IQ cost that wizards pay.” |
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06-16-2018, 07:16 PM | #80 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Talent (or advantage) needed for spell casting.
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Yes, if you wanted to, a simple advantage system would be a nice addition to TFT. And the ability to user magic is certainly a useful advantage. For a long time, I let people roll on an Advantage / Disadvantage table (most were minor perks or minor disadvantages). However, I considered the ability to use magic an genetic advantage, but let anyone who wanted to play a wizard to just take it. Warm regards, Rick. |
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