07-10-2018, 09:25 PM | #121 |
Join Date: Jun 2018
Location: Phoenix, Arizona
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Re: New Skills
How about a break down between Talents and Gifts. When creating a new character, roll 3/d six for each Talent said character purchases. If the roll is a seven or less, the character is considered 'gifted' in the area and acquires the Talent at no cost.
Of course, use the same procedure whenever a character learns a new talent. The dice roll, obviously, needs to be made in the presence of a reputable GM. |
07-10-2018, 10:04 PM | #122 | |
Join Date: May 2010
Location: Alsea, OR
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Re: New Skills
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07-11-2018, 07:37 AM | #123 | ||
Join Date: Apr 2014
Location: Coquitlam B.C.
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Expert Skills - Some suggestions.
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I was rereading this thread and found I had not commented on this post. (Likely because I agreed with it.) But on rereading, I have some arguments with what you suggest. I generally do not like talents that just give you +3 DX, I would suggest you might like to have these advanced talents do +2 damage with the appropriate weapons. (+1 for bows, but they can be shot twice per turn, and already are super useful, being able to do ranged damage.) The number of memory slots are again very highly limited, so the upper level talents should INCLUDE the lower. So Sword ii goes in the same memory IQ (mIQ) slot as Sword i. For example if Sword i cost 1 mIQ, then Sword ii would cost 2, but include the first level in it. I think that the idea that you have to have a certain level of competence before you can use the aimed shots is brilliant. (It helps keep these complex rules away from new players until they are running more experienced characters. And it is a step up in competence and ability reflected in the growing ability with the weapon skill.) Quote:
I wouldn't mind Missile Weapons so much if it reduced the range penalty by 3, but didn't increase your DX. I note that if all of your Expert Talents behaved identically, you would only need ONE entry for all of these different talents. A single short paragraph would generate several new talents. This would also automatically help a few orphan talents (like Pole Weapons), which have no way to improve them beyond the single basic talent. Warm regards, Rick. |
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07-11-2018, 07:38 AM | #124 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Zot's suggested new skills.
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Yes, I like Zot's talent list as well. However, I would dump the torturing talents. They are too awful and too ugly. With magical telepathy, they are not needed. Warm regards, Rick. |
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07-11-2018, 07:53 AM | #125 | |
Join Date: May 2018
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Re: Zot's suggested new skills.
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I'm not a fan of evil PCs but I do like to spec out talents, spells, etc. that I expect to be taken only by evil NPCs. At 1 wizard in 300, I expect many small, organized groups of criminals don't have access to a wizard with telepathy and will engage in torture, just like they do today. As for playing out torture scenes, if I were to do that, grisly details would mostly be off-screen. |
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07-11-2018, 10:32 AM | #126 |
Join Date: Nov 2010
Location: Arizona
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Re: New Skills
I have to say that I agree with Rick on this one -- "Torture" as a talent sets a tone for the rules that I don't really think is constructive to the game. If you want to have torture in your campaign, people can do it without "legitimizing" it as a talent. (My personal opinion here; YMMV.)
On the other hand, things like Persuasion, Deception, etc., would be really useful things for people to have. And even "Intimidation" doesn't have to involve torture -- a really big and muscular guy can be intimidating without doing a thing! (Though I'm not sure if that rises to the level of a "talent" or not.) |
07-11-2018, 12:40 PM | #127 |
President and EIC
Join Date: Jul 2004
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Re: New Skills
No question, there is a body of knowledge behind torture. But I agree with those who don't want to include it as a an official talent.
Also, it would boil down to a contest of Evilness vs. Will, and we don't have stats for those things :) |
07-11-2018, 01:22 PM | #128 |
Join Date: May 2018
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Re: New Skills
Hey, I just listed the first bunch of talents that came off the top of my head -- I'm not trying to push Torture into TFT :). I just happen to have read a lot of Elric books...
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07-11-2018, 04:55 PM | #129 |
Join Date: Jun 2012
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Re: New Skills
A thought or question about Talents/Skills in TFT: Are they exclusive abilities? That is to say if you do not have the Talent can you not do the thing? So if I do not have the Boating talent I cannot row a boat across the harbour.
Or do Talents give you a bonus to do the thing and give you extra skill and proficiency? If I do not have the Boating talent I can row across the harbour, but it will be slow and clumsy. If I have the Boating talent I can row gracefully across the harbour, know about different types of boats, can make small repairs, etc. If in every case you cannot do the thing if you do not have the Talent then players are going to chafe that their character concept requires too many Talent slots. See the discussion above about building Aragorn in TFT. Perhaps a note could be made about which Talents are required to do the thing at all. Physiker for example. |
07-11-2018, 05:49 PM | #130 | ||
Join Date: Dec 2017
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Re: Expert Skills - Some suggestions.
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Thats another thing I had considered as well. Its been decades since I played with an upper level character, so I don't remember the problems of having them. |
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