02-23-2018, 07:19 PM | #561 | |
Join Date: Nov 2010
Location: Arizona
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Re: Forgetting Talents --> Very gamey.
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02-23-2018, 07:38 PM | #562 | ||||||
Join Date: Nov 2010
Location: Arizona
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Re: You do know that my system has not been proposed?
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I have absolutely no problem with your work. I prefer to use something simpler, based on my current understanding of how your system works, but you can do it however you want. As can I. |
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02-23-2018, 09:52 PM | #563 | |
Join Date: May 2015
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Re: A Wizard's staff with Quarterstaff talent.
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I didn't overlook the logic of shifting the Staff spell effect to add 1d of separate damage. My comment even started by saying it made sense. I think it's great for making sense. I just think it becomes about 2 points more powerful than the typical 32-point fighter, at least in an unmodified game with the usual weapon damages and armor DX penalties and all that. I know you have quite a few house rules including a reworked weapon table that gives more damage to two-handed weapons, and other weapon talents, and I see if even low-level people had 3-5 points of armor that 1d + 1d+2 would not be so good as 2d+2. I'm curious whether your house-rule armor lowers the DX penalty for armor? |
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02-24-2018, 01:25 AM | #564 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Forgetting Talents --> Very gamey.
Either I've misunderstood, or when I generate my 32 point character, if I have 800 XP to spend, I have a choice between an IQ 8 talent and 5 attribute points, and nobody sane is going to choose the first.
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02-24-2018, 01:27 AM | #565 | |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Cantrips, spells and ritual magic.
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It might be fun to have wizards using magic to light their pipes, or putting out candles, or making lights flicker up and down their fingers, without thinking about it. And if they had sufficient IQ, without needing words or gestures. Some of my prootwaddle spells were sufficiently anaemic they could be repurposed as cantrips. |
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02-24-2018, 06:00 AM | #566 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Does Berserking cause you damage?
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Rick |
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02-24-2018, 06:09 AM | #567 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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I have suggested that the mIQ cost of talents be halved.
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You say: "memory is not an issue"... I DO think it is an very serious issue. If you check my previous posts, I have argued that talents cost too much memory. I did indeed suggest that the cost of talents be reduced by about half, and that talents that cost 0.5 memory should be introduced. I gave this a strong recommendation (and I think I've only made 2 or 3 strong recommendations to Steve). Please read my previous posts as for why I've written this. Warm regards, Rick. |
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02-24-2018, 06:19 AM | #568 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Cost of buying talents.
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If that figure wants to get more talents, his or her attribute total will increase. It has always worked that way in TFT. It also works that way in my campaign and in every variation of TFT I've seen over the years. What is gained by making the petty distinction that the attribute is bought before the talent is gained? If I'm going to add more talents, the attribute total WILL increase. Rick |
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02-24-2018, 09:17 AM | #569 | ||||
Join Date: Apr 2014
Location: Coquitlam B.C.
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My Superscript system is not being proposed.
Hi JLV,
Before replying to this post, I spent the time to go back thru the last 8 or so pages of this forum and re-read everything that has been written, to refresh my memory. Quote:
-- Gives more variety in characters so that not all high exp characters (with attribute bloat) have similar attributes. -- Allows wizards to have more fatigue (fST) to power spells with out beefing up like Conan. -- Allows heroes to have a realistic amount of talents compared to heroes of fiction and many people in real life. -- Reduces the problem of attribute bloat, since you have more ways to spend experience. One subsystem that solves ALL of the above problems actually seems fairly parsimonious design. Quote:
I didn't think you were an expert, but it seemed obvious that you had a passing familiarity with them. Quote:
So here are the rules if anyone is curious. (Including examples they are under a page long.) I am NOT suggesting that these rules are used in the new TFT. https://tft.brainiac.com/RicksTFT/Ch...rtVersion.html Quote:
My apologies. I had assumed that you were familiar with my work and your several posts where you were saying 'why do this' and 'this is just adding more attributes' seemed less like a question and more like a rhetorical device. After a while I got impatient. And as I said, if you are going to sum up my rules in a pithy little saying, at least have the courtesy to do so accurately. Regards, Rick |
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02-24-2018, 09:23 AM | #570 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Price of buying talents with experience
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If the IQ 8 talent was Running (which costs 2 mIQ), then the experience price would double to something like 7 or 8 attributes. (Assuming attributes get more expensive as you go up.) I think that JLV has not playtested these rules, he was giving an example of how they might work, off the top of his head. If we reduced the price for learning an IQ 8 talent to 80 exp, then Running would cost 160 experience, which seems a bit low, but is obviously more reasonable. Warm regards, Rick. |
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in the labyrinth, melee, roleplaying, the fantasy trip, wizard |
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