12-29-2019, 04:16 PM | #11 |
Join Date: Jul 2018
|
Re: Hybrid options by talent - house rules
Yeah I agree that this is definitely one way to go. I have had lists of dozens of new talents, split up talents, feat like talents, sub-skill talents and missing skill talents. But I realized that many talents can be set up as mundane talents and fit into the game that way. The rest my players can suggest and it will be a special just for them. House rules have a tendency to bloat. So I go with KISS. Minimum changes to the rules text. And try to avoid introducing completely new mini rules systems. And yet I break this rule myself again and again. But I try. My recent suggestion of new weapon type bonuses is an excellent example of lots of extra rules text, that doesn't do a lot for the game. Is it really needed? :-)
|
12-29-2019, 05:18 PM | #12 | |
Join Date: Sep 2018
Location: North Texas
|
Re: Hybrid options by talent - house rules
Quote:
Setting game design theory aside, however, you and I are actually on the same page philosophically, I think... we both seem to see the same core issues with several of the Legacy revisions but we have different opinions about the 'fix' which is fine. I'm actually very interested in the new talents you and your group have come up with. You should post them under the Cidri's got Talent! thread.
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 12-29-2019 at 06:20 PM. |
|
12-29-2019, 07:59 PM | #13 |
Join Date: Aug 2004
Location: Pacheco, California
|
Re: Hybrid options by talent - house rules
Spell Throwing IQ 8 A figure with this talent subtracts one DX per megahex for Thrown and Special spells that normally subtract one DX per hex. The range of these spells is also increased from the usual base ST in hexes to base ST in megahexes. Costs two memory points for a Hero or four for a Wizard.
__________________
-HJC |
12-29-2019, 08:11 PM | #14 |
Join Date: Oct 2015
Location: New England
|
Re: Hybrid options by talent - house rules
I referred to the +2 DX bonus. I don't think it is a good thing for Thrown spells (and I can only posit that SJ agreed, since Thrown Weapons does to apply to spells). I suggest an alternative Thrown Spells talent that does not give a DX bonus, but that can offset up to three hexes' worth of range penalties. In one of my campaigns, this is available to wizards who have joined a particular wizardly society.
|
12-29-2019, 09:14 PM | #15 | |
Join Date: Sep 2018
Location: North Texas
|
Re: Hybrid options by talent - house rules
Quote:
That said, the latter suggestion could still work (in my campaign) with a slight change in flavor... turn it into more of a signal boosting talent than a range boosting one. Then again, I'm probably over-thinking this. ;)
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
|
12-29-2019, 11:17 PM | #16 | |
Join Date: May 2015
|
Re: Hybrid options by talent - house rules
Quote:
Since many Thrown spells have no concept of "resistance", EXCEPT for the range penalty, this talent would remove the only thing balancing the very powerful effects of many Thown spells. All combat wizards would want this, and some debilitating spell such as Freeze or Sleep or Curse, and it would become practical to inflict magic from so far away that people might have little chance to figure out who was doing it, etc. |
|
12-30-2019, 08:00 AM | #17 | ||
Join Date: Oct 2015
Location: New England
|
Re: Hybrid options by talent - house rules
Quote:
Quote:
|
||
12-30-2019, 12:36 PM | #18 | |
Join Date: Jul 2018
|
Re: Hybrid options by talent - house rules
Quote:
It is a good thing to offer wizards more talent options, because that means they take fewer spells, which in turns means that you can have serveral wizard in a party and they can have completely different sets of spells. |
|
12-30-2019, 12:53 PM | #19 | ||
Join Date: Oct 2015
Location: New England
|
Re: Hybrid options by talent - house rules
Quote:
Quote:
|
||
01-08-2020, 01:55 AM | #20 | ||
Join Date: Jun 2019
|
Re: Hybrid options by talent - house rules
Quote:
Quote:
With the Staff in hand, we gave a wizard +1 DX for casting any (T) spell, and a roll of only 2d6 vs DX to cast a (T) spell on themself, or anyone being voluntarily touched by the Staff. Thus we effectively increased the range by only a modest 1 hex; and it seemed reasonable that a (T) spell on yourself or an adjacent volunteer should almost be automatically successful. (Aside: we also gave the Staff the ability to emit 1 torchlight of "Mage Light" at will, and to strike a small spark to aid in lighting campfires and regular torches; tiny tweaks that made wizards instantly more popular among adventurers :) One man's boring is another man's efficient :) My group's "Wizardy Talent" cost 5 points, or as discussed in a thread we had on that subject it could be broken into an Apprentice Talent and a Wizardry Talent that cost 5 or 6 total, with the former a prerequisite for the latter. Wizardry entitled the figure to learn a number of spells up to their IQ, and learn additional talents at the same cost as anyone else. So on the one hand you had to tie up about half your talent points to start as a wizard, but you never had to pay double to learn other things. That fulfills your goal as well, giving the wizards who want to do it the room to learn a sub-career. Then there was an Advanced Wizardry talent for those that only wanted to study magic (tying up a second big chunk of talent points in the process.)
__________________
"I'm not arguing. I'm just explaining why I'm right." |
||
|
|