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Old 09-29-2018, 12:07 PM   #1
TippetsTX
 
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Default Cost of advanced weapon talents

Fencing still costs 3 IQ, but I'm not sure that is justified now. The original version applied to ALL swords and provided for the possibility of triple damage, but while the new version does create some new offensive/defensive options (which may ultimately add unnecessary complexity) I'm not sure I agree that it should require more IQ than talents like Physicker or Mechanic.

The other weapon specialization talents also seem over-weighted.
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Old 09-29-2018, 12:19 PM   #2
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Default Re: Cost of advanced weapon talents

Their costs strike me as fair.
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Old 09-29-2018, 12:31 PM   #3
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Default Re: Cost of advanced weapon talents

Not me. Scope is too narrow to justify 3 IQ.
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Old 09-29-2018, 01:12 PM   #4
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Default Re: Cost of advanced weapon talents

Seems fair to me. Remember, that (3) after the talent doesn't mean the same thing it did in original TFT -- all it means now is that you have to spend 1500XP to get it (unless you want to take it for your beginning character, in which case you ought to have to make some trade-offs to get it).
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Old 09-29-2018, 01:34 PM   #5
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Default Re: Cost of advanced weapon talents

Sure, but does swordplay really outweigh the time, effort and training required to become a medic or some other very specialized occupation? Why should advanced melee training be so out-of-balance w/ advanced academic talents?
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Old 09-29-2018, 02:09 PM   #6
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Default Re: Cost of advanced weapon talents

If we balance costs for talent points bought with XP. How many attribute points should be equal that cost? If I decide to increase IQ to be able to get an advanced talent, I can easily drop DX or ST to compensate. One attribute for one attribute. Doing that leaves the advanced talents quite balanced, being a little bit better but not a lot when I do the Monte Carlo simulation. But it would be interesting to put a cost on the talent points in average attribute cost.

Any suggestions for a generic conversion rate for talent points to attribute points?
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Old 09-29-2018, 02:36 PM   #7
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Default Re: Cost of advanced weapon talents

UC and Fencing need a note about training time along the lines of Running?
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Old 09-29-2018, 04:19 PM   #8
platimus
 
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Default Re: Cost of advanced weapon talents

Quote:
Originally Posted by Nils_Lindeberg View Post
If we balance costs for talent points bought with XP. How many attribute points should be equal that cost?
You can add up how much XP would have been spent on the talents/spells a character knows. Then, use that XP to see how high you could raise their stats.

Not really an accurate yardstick though, since some of those spells/talents would have been free at character creation.
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Old 10-13-2018, 06:20 PM   #9
TippetsTX
 
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Default Re: Cost of advanced weapon talents

OK, so I think I've come around on the cost for Fencing, but only because it includes a limited version of two-weapon fighting in addition to every thing else. Weapon Expertise, on the other hand, does not provide this extra benefit (which it shouldn't), but the rest of the talent mirrors Fencing almost identically. Seems to me, then, that Weapon Expertise should cost less... 2 IQ instead of 3.
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Old 10-16-2018, 09:50 AM   #10
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Default Re: Cost of advanced weapon talents

Weapon Expertise(Club): 6 skill points
Staff of Power: 4 skill points
That's five remaining skill points to do something useful other than the standard combo of 5 die defend as you zap Sir Neverhit inside his own plate armor.
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