Mundane Talents and Backgrounds
ITL 36 notes an option rule for 1 point of talent to help fill out a character's background. Here is an example of how I apply this for a background template for PCs to use as the players find suitable.
Template: Former Apprentice Background: A wizard who until recently served as an apprentice somewhere, providing fatigue for enchantment and doing other tasks. Requirements: Character is a wizard who pays for the Aid spell. Mundane bonus talent: Literacy is the one point of mundane talent. Background implications: The character was an apprentice serving a wizard's guild, coven, or a lone master. They are therefore to some extent still enmeshed in either the continuing politics of their patron, on bad terms with this patron, or dealing with the breakup or fall of this patron. They are assumed to have no net credit in either case. They can reach back to these contacts, but will need to provide boons at least equal to the favors they ask for. Conversely the GM may reach through these contacts to the PC, but only in terms of job or mission offers, not requirements. |
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The background you wrote is nice.
However: ITL 36 says that in an optional rule in the Mundane Talents section, which is about the talents listed there, which doesn't include Literacy, which is one of the most useful talents there is. So claiming Literacy as a "free" talent seems more like a way to try to get a really useful talent for free, instead of having to take Baker, Draper, Gardener... |
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I have to agree with Skarg... I can see expansion or even an alternative acquisition model for 'mundane' talents, but I can't see adding LITERACY to that list.
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What then is the most common talent that almost every apprentice learns in order to accomplish their daily tasks?
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I can see a hedge wizard, shaman or witch being a full wizard without being literate. They learn their craft my word of mouth, not from reading. If anything, it makes the master/apprentice relationship more necessary.
So, yes, literacy is a critical talent for wizard, a wizard tax if you will, but not to be assumed or given for free. |
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Are there any nominations for a better general mundane talent for apprentices? Note that I don't assume free because the cost is the background of the character.
I'd also give Literacy as a mundane talent for nobles that were courtly graces types, not sword knights. |
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Mundane Talent: Housekeeper (1) This talent gives represents the ability to keep shelves stocked and organized, rooms tidied, bookshelves organized, etc.
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I think the solution to the LITERACY gap is to link the talent to some kind of Education Table. The idea is similar to the Jobs Table, but it sucks money instead of granting it (or creates debt). At the end of the 'term of service' characters come out with a few specific talents.
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Cultures with high illiteracy, and wizardly assistants in TFT, can manage to do most things just fine. Literacy is still a great and no-doubt pretty common talent for wizards to have, but none of that means it ought to be free.
Of course, it can be fun and interesting when a GM adds a whole layer to character creation where different choices for background can have effects on what PCs start with, and what their situation and connections start out like. I assume it is pretty common that many wizards learned some non-wizardly talent(s) before it was sorted out that they had wizardly gifts and ought to be studying magic rather than their family trade, etc. |
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It kind of depends on why most Talents cost double for a Wizard. Is it because Wizards must focus on magic because it's difficult to learn? In that case, mundane talents learned before choosing to study magic might not suffer from the Wizard penalty. On the other hand, are those well-suited for wizardry just not good at learning mundane stuff? If so, then Mundane Talents should cost double even if they represent background knowledge.
I could go either way, but I tend to think that one point Mundane Talents aren't all that useful in play but serve to distinguish characters from one another. For that reason, I'm okay with letting Wizards get a one-point Mundane Talent for free, just like Heroes. I also let that free Mundane point be spent on languages, since otherwise non-human races end up paying an extra IQ point on a language or the races end up so homogenized that no one bats an eye at a dwarf, orc or goblin who speaks only Common. I'm not keen on that. I also disagree with Skarg that the non-human races generally have enough advantages so that the cost of a language evens out. I suppose it's true for lovable halflings, fleet elves and industrious dwarves, but orcs get doodlysquat from their selection, right? And goblins have the curse of stringent promisekeeping. |
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Such talents can add personality to characters, and be fun and amusing whether the talents are neglected ("oh, I actually know something about beekeeping...") or kept fresh ("No! We are not just buying salt pork and jerky for rations! Look at the grower's market over there! I see I'll be the one cooking while we're on the road!") |
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and/or 2) Because they are, and either the GM gives it to them (if their background and behavior during play supports that they still keep up the talent, rather than having neglected it for years), OR the GM specifies that they only get it for free at a neglected level. |
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I tend to approach 'mundane' talents as background color TBH. I let players select any skill they want. I don't charge IQ for them at all, but my list also doesn't include complex professions like lawyers or master musicians.
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If this makes you fear wizards would become too powerful, then call Wizardry itself an (expensive) talent costing 4, 5, or 6 points, thus limiting most wizards to not so many more of the other talents than they can afford already under RAW. And if you wish to avoid a hero "morphing" into a wizard in actual play (in the rare event they saved up all their XP to make such a transition) simply disallow it. Call the prerequisite for the Wizardry talent "Began study in childhood and completed by late adolescence", thus requiring a new PC that wants to be a wizard to take the Wizardry talent at character creation. |
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But back to the topic at hand, a free Mundane Talent is an excellent way to fill out a character’s background. But one wonders why all Mundane Talents don’t cost 1 point. It would be nice to have some guidance on what you actually get for the investment for 2- and 3-point ones. |
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I guess I gotta write an article explaining how the mundane talents don't conflict with the other talents.
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If I've never mentioned it before, I love your approach to how magic and spells should be learned. And quests for musty old scrolls give adventures a certain flavor. In my group's world we even had a religious order devoted entirely to scouring the hidden places of the world for lost knowledge, and a long-lost encyclopedia of spells that was considered to be the holy grail. Quote:
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It is tricky to find advantage for many mundane talents, it's true. Some are not too bad. A trapper should be able to make simple traps suitable for animals, snares and such. A hunter should have some of the knowledge a naturalist has, but limited to typical game. A farmer knows a few things about plants, but this seems hard to payoff in-game.
I've allowed a fisherman to feed the party as a Woodsman would, at least when they are in a suitable setting. A beekeeper might know something about insects generally, but that doesn't seem all that helpful. They could, I suppose, find a means of protecting themselves from wasps in order to bypass a nest. For a good role-player, these talents provide character. A good role-player uses the talents whenever appropriate, even to no particular advantage, just to round out the character. This is, of course, just a matter of "narrative advantage", as Shostak puts it, but it should entail some XP gain at least. |
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That last part is how I think it's meant. Those talents are mostly not adventuring talents - they're just things people may know because practically no one gets raised as just "an adventurer". And it seems natural to me that the higher costs are for talents that take more to get a useful level of skill. As ITL says, Mundane talents are also available at Master level for 3 points. So yes, there can be a lot to Farming, but 1 point in Farming is also very useful - for doing much of the basic work of farming, and knowing things about it. Artist/Calligrapher costs 3 points because it represents a high degree of ability. It lets you do something along the lines of this: https://pro-cdn.pixelmator.com/pro/s...anuscripts.jpg If you just want to be able to make reasonably good drawings, you could take "Drawing" for 1 point. (Drawing isn't listed, but as ITL says, not everything is.) Quote:
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Note that Calligrapher is the required talent to copy magical books at ITL 141.
I'd like to know what Handyman enable, other than taking doors off their hinges in the labyrinth. |
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This is how I use the Mundane talents. They allow for mundane jobs. Unfortunately, the Jobs Table does not list these as necessary for skills, so I have added these jobs to the table. Also note that any cost 1 or cost 2 Mundane talent has a Master level at cost 3 (this is in ITL). So, I have that added too. It just always seemed an obvious hole that job talents did not have jobs. This is what I have:
- All cost 1 Mundane Talents, but not Miner: $15, Risk 3/18 - All cost 2 Mundane Talents: $30, Risk 3/18 - All cost 3 Mundane Talents including Master Mundane talents but not Master Miner: $50, Risk 3/18 - Miner (cost 1): $30, 4/17 - Master Miner (cost 3): $55, 4/17 Miner is separate since it is a more dangerous profession. Also note that there already is "fisherman" and "scribe" jobs on the job table. So, I say these are different than the mundane talent ones. For example, the mundane talent fisherman is shore fishing, while the job table fisherman that requires Seamanship talent is fishing from a boat/ship. I did not bring this up in the House Rule collecting topic as I did not see it as a big deal. But maybe I should have. |
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Three points in Master Guitarist does give you three points of value - in Guitar talent! You will out-guitar people with only one or two points in Guitar talent! If you're roleplaying someone who chose to develop their guitar skill to a masterful level, then that character presumably felt it was worthwhile, for that character's own reasons. If you're also a clever roleplayer who wants some other adventure-related opportunities to get out of that talent, that's up to your creativity as a player, just as it is to find someplace to use your weapon talents to advantage. Maybe that's why there are more adventurers with weapon talents than there are master guitarists. On the other hand, there are also some clever players, who may figure out that they might be able to do things like create a compelling distraction with a masterful guitar performance, and/or impress various NPCs, and/or get into close range of important people by being entertainment fit for a king, etc. Quote:
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Perhaps the GM would allow a goblin with Master Guitarist to be admitted to the Elf Queen's ball, when other goblins wouldn't get past the guards. But this one does because he's a reputable master at a form of something the typical bards can't provide. Or the Goblin King allows a dwarf to work at his palace because he's a master brewer and the court loves his beer. Granted though these would be mostly special case scenarios. But it's hardly unheard of for players to build a new character specifically designed for an upcoming adventure, if the GM has telegraphed what or where that adventure may be. Masters of mundane talents are probably more likely to be NPCs the GM drops into a story as a plot device. We used to occasionally give an NPC to a player to keep for their own when they needed a replacement character in the middle of an adventure. It might be amusing to saddle a player with such a character, just to see if they could create a use for a mundane talent they never would have chosen on their own. |
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The point is that it's a role-playing game about self-consistent imaginary game worlds that operate as one might expect NOT from min-max game theory, but as makes logical sense. As for penalizing for "no mechanical effect", 1) ITL suggests letting PCs take a point of mundane background talent for no charge, and 2) there ARE mechanical effects of knowing a mundane talent - the GM should acknowledge the knowledge and ability of a PC with such a talent and let them use it as makes sense. Quote:
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Whataboutism a mater luter who does excellent technical note playing to back up your Bard singer composer?
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Who knows? The only guidance is “It’s up to the GM.” And why are they all Mundane Talents IQ 8? Why not 7 or 9? Quote:
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As I offered a while ago: Quote:
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In fact, I would despise an RPG that achieved point-buy value-equivalence. If 1 point in Baker were as useful for an adventurer as 1 point in Crossbow, I do not want to know much about that silly universe (unless maybe it's a good joke about how silly it is). For people concerned with balance, there is a natural balance effect when you provide many choices with values that reflect how useful and hard to learn talents would actually be. People choose to learn things that make sense for them to learn. And it leads to a world that feels real, and like you can actually experience making choices in that situation, because the values represent how they'd be. Quote:
And perhaps more important, having advanced and rare knowledge is something that many players can figure out uses for in a roleplaying campaign. Of course, if the GM doesn't care and sees no value in Lawyer and/or no need/desire to have them cost more, they can let players start with whatever, as they can anyway. But offering that some talents require more serious effort to learn seems to me like useful data that would be lost (and made more gamey) if simplified to 1 point for everything. Quote:
Even better if there are house rules or Hexagram articles to choose between, but again it's appropriate for the GM to be choosing which such rules to use (or tweak) or not. Perhaps a valuable starting point would be just a more developed list of mundane talents with more levels and a little description of what each entails. Probably there ARE 1-point version of Lawyer and Astrologer but they are limited compared to the 3-point versions (just representing SOME knowledge of those fields, but not very complete knowledge). Quote:
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Is astrology at ITL 43 or instead Astrologer at ITL 36?
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IQ 7 Farmhand - cost 1 - income 0 IQ 8 Farmer - cost 2 - Prerequisite: Farmhand - income 15 .........(must own a small farm to earn the income, ..........and be there full time) IQ 9 Master Farmer - cost 3 - Prerequisite: Farmer - income 50 .........(must own a large farm or manage an estate full time) So a new character that wishes to start as a Master Farmer has to spend all 6 of their mundane talent points on that (because of the prerequisites) and can take nothing else. Starting as a Farmer instead only costs 3, leaving 3 points for another mundane talent or 2 at lower levels Starting at Farmhand costs 1, guarantees you subsistence income on breaks from adventures, and leaves 5 points to take some combination of other mundane talents, And this would become the template for any multi-level mundane skills. Of course most or many would only have one or two levels. Keep in mind a PC starting with Master Farmer merely has that as background -- they don't own anything more than any other starting character. In fact, earning the income to buy their own farmland might well be the reason and motive to on risky adventures in the first place. Of course once they get addicted to the income, they might decide to save farming for their old age (if they survive that is). |
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Some thoughts:
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It seems pretty good to me from the standpoint of making sense, and what characters (perhaps mainly NPCs) who have mastered Farming would have. Of course, it's also only different from RAW by the IQ 9+ requirement, which probably a GM making a master farmer NPC would give them anyway.
And as for the critique that most PCs would find it too expensive to want to ever get... that seems entirely appropriate to me, again from a making-sense perspective (my usual perspective). If people want a PC who is a master farmer but are stopped by a perspective along the lines of "but it's penalizing them 2 talent points", then I'd say that if the GM has sympathy for that perspective, they can make such rulings as: 1) Ok, that makes sense for your nice character background, so yes you can start as a Master Farmer and you may still start with up to IQ in other talents. 2) In this campaign, PCs can take up to 3 points in mundane talents if they explain the background well and the GM approves. 3) You earned XP that went into Master Farmer while working as a farmer and being mentored. etc... |
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Again, I think simplifying is the best route here; make all of them cost the same and give out one for free at character generation (because if Mundane Talents weren't ever mentioned in the rules, good players and GMs would add this level of detail to characters anyway). |
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Maybe not six points then. Maybe three. Skip prerequisites and let the most valuable mundane talents cost a flat 3 each. It's not a take it or leave it proposal. |
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Nor have I made mundane talents more expensive -- quite the opposite. Instead of each costing 1 point of the 1 point allotted, they would cost 1/6th point, 2/6th points, or 3/6th points out of the 1 free point towards mundane talents. Just so as not to introduce fractions, I multiplied everything by six. Now a "1 point" mundane talent costs only 16.66% of the mundane talent allotment (now 6), whereas before it cost 100% of that allotment when the allotment was 1. Thus a character could now have a little training at a few different mundane talents, or a lot of training at one single mundane talent. All without either choice compromising their combat and adventuring talents. Agreed that "farmer" may not be the best example, but only because I don't have an agricultural vocabulary. I should have avoided the word "estate", perhaps substituting "plantation" or some other name. The point is there is a reasonable distinction I would think between the level of skill needed to keep a small family farm of a couple acres, and the skill needed to plan and direct the planting, care, and harvesting of several crops at once over a couple hundred acres. The latter needs to know a lot more about farming than the former. If "Master Farmer" doesn't sound right, another term could be found. |
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This is exactly the point I made earlier. See post #30: http://forums.sjgames.com/showpost.p...8&postcount=30 |
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My apologies for missing that, Axly; there is a lot of similarity. It was Steve’s suggestion that the Mundane Talent remove the risk roll altogether that grabbed my attention. Your proposal, which minimizes the risk but leaves the possibility of failure, is probably more realistic. But I still think none of the Mundane Talents would be worth a two- or three-point investment.
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WMG: Lawyer is a 3-point talent because Law School survival is all about virtue signalling through mindless effort.
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