12-26-2018, 02:45 PM | #11 |
Join Date: Sep 2018
Location: North Texas
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Re: Talents are better than attributes
It's under the Remove Trap talent which makes sense... characters without this talent really shouldn't be messing with traps.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
12-26-2018, 03:48 PM | #12 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Talents are better than attributes
So if you'll concede the point that talents are really worthwhile, what's the four character team look like?
ST 8 DX 13 IQ 11 Human Thief Maul(1d) Physicker(2), Woodsman(1), Locksmith(1), Remove Trap(1), Naturalist(2), Detect Traps(2), Alertness(2), mundane talent: Miner(0) Note that this character is maxed out at IQ 11 and should advance other stats in the future.
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-HJC |
12-27-2018, 11:23 AM | #13 | ||||
Join Date: May 2015
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Re: Talents are better than attributes
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But that does not reduce to the thread title "Talents are better than attributes" as it's not a matter of either/or, but picking talents for what you want to be competent at, and then also increasing your attributes. And most talents have only one or maybe two levels to get. Quote:
The quote above should be obviously untrue to an experienced player. Obviously it depends on the talent, and a talent only applies to one thing. Master Physicker requires a high IQ and talent-point investment, so he's probably at least partly specialized in that, and the real answer is I'd rather have one or two physickers in/with/available-to the party, and then have the warriors and wizards have more points in attributes. Even at the reductum ad absurdiam level of your specific example, I'd like to have some people with +3 ST so they can use powerful weapons, and some people with +3 DX so they can remain effective while carrying 3 more points of armor, where reducing damage by 3 per attack is often better than healing 3 after combat. Quote:
And again, it in no way reduces to "Talents are better than attributes" except in what the talent is for. The IQ 11 naturalist is still 8 IQ points inferior to the IQ 19 non-naturalist in every task they have equivalent talent in. And BTW FWIW: Really "the average IQ 19 Goblin Apprentice"? Mhmm. Quote:
What's "the four character team"? If you mean for MicroQuests, we often had three fighters and a physicker. "Should"? What goal are you assuming? |
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12-27-2018, 02:18 PM | #14 |
Join Date: Jul 2018
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Re: Talents are better than attributes
* reductio ad absurdum
FWIW Though I do like what you did :) Last edited by Jeff Lord; 12-27-2018 at 02:21 PM. Reason: Clarification |
12-27-2018, 03:00 PM | #15 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Talents are better than attributes
The first goal is to get everything a party of novices ought to spot down to an 2d roll and have IQ 11.
The next goal is to be able to deal with these things, which requires a DX higher than 13. Taking a Goblin for this would require another skill point for the Human Tongue which either chases IQ up (towards the 14 mark to unlock the top skills) or gives up an existing skill and this character is already so tight on skills that she doesn't have Literacy or a weapon talent. A starting party thief needs IQ 11 for Locksmith and also needs a high DX to actually use remove traps. Hence get the talent IQ 11 is sufficient for if you have to be there anyway. Can a Halfling take Human Tongue as the mother language? In that case you're able to reach DX 15 to max out 3/DX, but don't get hit. ST 4 DX 15 IQ 11 Halfling Thief 4x Very Fine Dagger(1d+1), Brand(1d-2) Knife(1), Recognize Value(1), Woodsman(1), Locksmith(1), Remove Trap(1), Naturalist(2), Detect Traps(2), Alertness(2), mundane talent: Miner(0)
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-HJC Last edited by hcobb; 12-27-2018 at 04:23 PM. |
12-29-2018, 11:55 AM | #16 | |
Join Date: Aug 2005
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Re: Talents are better than attributes
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Helborn |
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01-03-2019, 08:41 AM | #18 |
Join Date: Sep 2007
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Re: Talents are better than attributes
If Talents weren't better, then players would only ever buy stats. It's not a flaw, but a good thing, for a Talent to be better than a stat increase in a focused area.
(Compare with GURPS, once you have enough skills that raising them all by one level costs more than raising their common base attribute. or Techniques, which even more rapidly reach a point where it's cheaper to upgrade the base skill. Even in that game, it's arguably not a flaw. There's always going to be some crossover point. But it is a common complaint. So perhaps we should be happy that you're not posting the thread "Attributes are better than Talents", thus reducing all characters to nothing but three numbers and some equipment.) |
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