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Old 07-12-2018, 02:20 PM   #151
zot
 
Join Date: May 2018
Default Re: Reputation - A skill???

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Originally Posted by Rick_Smith View Post
"Everything about that guy screamed cold blooded killer! I didn't want to mess with him!"

Such a reputation would travel with you, so you wouldn't have to write down where it applies.

I would consider NOT making this sort of thing a talent. Let us say that you spend 1,000 experience (XP) and can write down what sort of presence you want to project. Each player can have zero or one of these, 'attitudes'.

But I think the simplest rule is just say that they must be earned in play.
I'm in favor of charging XP for things that give you mechanical bonuses. This theoretically keeps characters with the same XP at roughly the same power levels.
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Old 07-12-2018, 07:14 PM   #152
Steve Jackson
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Default Re: New Skills

Well, it's really an advantage, if we were GURPSing it. But I wanted to see what y'all said.

Letting the GM manage it certainly works for me.
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Old 07-12-2018, 10:33 PM   #153
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Default Re: New Skills

Carousing (IQ 7)
You are a party animal. It would not be wrong to think of this talent as Courtly Graces for taverns. And you can tell good wine from bad, but you will not turn down the bad wine if that’s all there is.
With this skill, you have +1 on reaction rolls during an evening of revelry, and from those who remember a recent revel even if they wound up in a friendly brawl with you.
In a situation where other figures might be penalized on die rolls due to excessive partying, you have no such penalty.
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Old 07-12-2018, 11:18 PM   #154
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Default Re: New Skills

I like that one. It also sounds like it might be a useful way to spend a week of down-time (besides working at a job, training, or healing). If so used, it might give you a significant chance to hear interesting rumors or get interesting adventure offers...
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Old 07-13-2018, 01:00 AM   #155
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Default Carousing

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Carousing (IQ 7) ...
I will make this official in my campaigns. Warm regards, Rick.
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Old 07-13-2018, 01:08 AM   #156
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Default Re: New Skills

Reputation is one of the (relatively few) things I don't really want rules for, unless you have a genius helpful idea.

Even in GURPS, which has detailed rules for them, I'd rather just use GM discretion/intuition for reputations, as it seems like such a fuzzy thing that rule mechanics for them end up tending to feel like they get in the way more than they help. I'll still note down and occasionally think about reputations, but not usually in a numeric/mechanical way.
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Old 07-14-2018, 07:43 PM   #157
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Default Re: Price of talents

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Hi Steve.
Most adventurers want to have a few fighting skills, (say Sword, Shield, & Running), and if they take some other talents (Thief, Detect Traps, Climbing, & Silent MA), then they are DONE. That is it. Many characters in fiction and in real life are not so limited, which explains the wide spread house rules that allow them more memory. ("All of my Elves just start with Naturalist, Woodsman and Bow. Makes sense!").

In old TFT, you could keep increasing IQ to get the memory (mIQ) to give your thief Boating, Seamanship & Swimming (a thief / pirate or some other equally exotic character class). Sure an IQ of 14 was really high for your character concept of a hard fighting, hard drinking, dimwitted, (but friendly) pirate. But you REALLY wanted your guy on a tall ship. However, in new TFT, with people limited to 40 attributes, memory is going to be even more short than in old TFT. Give up on the idea of him every buying Charisma or Sex Appeal. Your pirate would like to get Guns and Missile Weapons (assuming that works with Guns), but forget-about-it in the new TFT.

Let's say that I want to play a Arabian Nights type master merchant adventurer. What talents are appropriate? Say... Sword, Fencing, Shield, Tactics, Literacy, Business Sense, Extra language, Detection of Lies, Courtly Graces, Charisma, New Followers, Diplomacy, Riding (camel), Driver (camel), Recognize Value, Assess Value, Survival (Desert) (say the same cost as woodsman?). Several other talents would be nice, but my master merchant right now needs an IQ of 22. In real life, and in fiction, these people exist, but try to build a competent Merchant / Adventurer in the new TFT.

It wouldn't hurt my feelings if most of the TFT talents were reduced in price to 1/2 to 3/4 of their current mIQ cost.

***

I think some talents should cost 1/2 a memory. In GURPS 4th edition you sensibly got rid of 1/2 character point talents. But that is easy to do when your characters are 100 or 150 points. In TFT when players have, say, 10 mIQ to work with, 1/2 point skills make more sense.

An IQ 12 figure might be able to get 7 or 8 talents but an IQ 12 wizard could easily take 14 spells (since 3 hex fire includes 1 hex fire). So if I take Master Thief, I have to pay for Thief with separate memory (mIQ). However, if Master Thief cost 3 mIQ and included Thief, there would be a 1 mIQ net saving compared to how TFT works now.

Likewise, if you add a First Aid talent (as several people have asked for), IQ 11 Physicker (2) could include it.

***
However, you asked me if there are any particular talents which I thought were over priced. See next post.

Warm regards, Rick.
If I understand this correctly, it will be impossible to build Conan, or maybe even Grey Mouser. That would be unfortunate, indeed!
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Old 07-14-2018, 08:01 PM   #158
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Default Re: Price of talents

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If I understand this correctly, it will be impossible to build Conan, or maybe even Grey Mouser. That would be unfortunate, indeed!
You could just go ahead and create Conan with any stats you want, as an NPC. But you couldn't take a normal hero and advance him to Conan like stats with the new rules.

The problem is that if the rules allow for it, then heroes can advance to it, and folks will call it "attribute bloat".
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Old 07-14-2018, 08:14 PM   #159
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Default Re: New Skills

You should be able to build Conan the Cimmerian. I'm less of a fan of Conan the Wizard.
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Old 07-14-2018, 08:23 PM   #160
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Default Re: New Skills

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You should be able to build Conan the Cimmerian. I'm less of a fan of Conan the Wizard.
Me too. I think the best solution is for the GM to be stingy with XP, or adjust the challenges away from straight combat as the characters start to "bloat".
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