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With TFT all the talents kept those main jobs and also acquired some minor sidelines. That's been only slightly modified in Legacy. Meanwhile in GURPS ST has spun off HT, so they kind of do one job each, sort of. And IQ is no longer doing either of the jobs it did in Wizard. So maybe the philosophy changed. |
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Talents and spells were purchased separately. Current IQ remained the cap to each. An IQ 12 figure had 12 points to spend on talents, regardless of whether they were a wizard or not. An IQ 12 wizard could learn 12 spells (which not co-incidentally was the original limit from the rules in Wizard). So why wouldn't everyone want to be a wizard? Our band-aid was an expensive wizard's talent that entitled the figure to learn spells in the first place, but you wouldn't have to use such a wizardry talent if you don't like the idea, and you could still separate the memory tracks. You could simply continue to charge a wizard double cost for talents, striking a similar balance to the RAW. It's just a little more elegant if you use a wizardry talent approach, because then you can drop the double-cost rule and never have to think about which talents (like Literacy) should be exempt from cost doubling -- everything can cost the same if the wizard tied up half or so of their points taking wizardry in the first place. An IQ 12 wizard who knows 12 spells and has 6 points worth of talents is not a super-hero game breaker. Play such a character under the full ITL rules or the Wizard arena rules and it will be hard to detect any difference. |
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Starting with ST: * Primary application is a measure of the character's 'lifeforce' (a capacity metric) * Secondary feature influences the character's damage-dealing potential (a qualifier for weapon use) * Tertiary function is as a value to roll against for 'strength' checks (measuring capability) DX, on the other hand: * Primary function is rolling to resolve success/failure for the most common character actions or activities (capability) * Secondary is determining the action order (capacity... sort of) * Tertiary is its function as a prerequisite for certain skills (qualifier) And finally, IQ: * Primary function is access control to more potent talents and spells (qualifier) * Secondary is rolls against IQ (capability) * Tertiary is the character's pool for starting abilities, though under the 'classic' rules I would bump this function up to the secondary slot (capacity) |
Re: Leveling up skills
We're using "separate" in quite different senses, in fact almost opposite. I'm talking about two limits on characters:
You, on the other hand, seem to be suggesting splitting purchase of talents and purchase of spells so you have three quantities:
Nearly all modern games detach these so that the limit is on a weighted sum of all these quantities, rather than all being separately limited. An advantage of this is that players can choose to make a character better at one at the cost of being worse at others: e.g. a Luke Skywalker type who is more talented but less experienced, or vice versa. It also avoids the Conan the Genius problem. The disadvantage is that if you separate things enough some might become dump stats. That can be addressed to some extent by giving players free points that can only be spent in certain ways, but it gets more complex. Quote:
Does your system have a long term growth path by which a hero, say, can have more than their IQ points of talents? Or do they basically get their generated IQ at the start and probably just a few points more as they gain experience? |
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In Melee, at least, ST is more about weapons than about hit points. You're right, I left out that DX also affects action order. |
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I think you're inferring things from features of the game system that were never meant to be used that way and should not be trusted in that role. |
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BTW, I'm assuming we've completely abandoned the original topic at this point, yes? If so, we should probably move this discussion to a new post to continue. |
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It also takes a choice away from the wizard, he can no longer trade off spells vs talents, which might be a shame, hard to say. Quote:
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That particular house rule grew naturally out of all the players (6 of us at the time) having preexisting PCs and the GMs (3 of us) having preexisting NPCs created under the Melee/Wizard rules starting in 1977. That put us 3 years into our campaign world before the first version of ITL even appeared! Old-timers may remember under those Microgame rules heroes never got to have spells (and wizards always got a spell count equal to IQ). So we ignored a few parts of the newly arrived ITL in 1980 just to ease the transition of so many characters to the new rules. Non-wizards ineligible to take spells was just something that carried over and stuck. Keeping it that way dovetailed nicely when we subsequently added our Wizardry Talent because that talent itself became the requirement, the gatekeeper for practicing magic. It simply was consistent with other talents being mandatory for attempting certain high level skills. You can't even attempt to make potions without Alchemist, or make a sword without Armourer, so saying you couldn't even cast a spell without Wizardry was totally consistent with the game structure. Excluding heroes from using spells was one of the things that kept magic special. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ An aside to Tippets TX: I think the above actually addresses one of your major concerns, where you argued against spells and talents being paid for from separate memory pools. You said: "but I prefer the game's original assumption those abilities... that you can't gain such power [magic spells] without sacrificing a part of your mind and thus reducing your capacity for more mundane skills." But the capacity for mundane skills actually is reduced when a part of your mind has to be sacrificed for a special skill that is set as the only thing enabling you to wield such magical powers. Yes, I propose the number of spells be paid for separately from talents, but if you want to be a wizard you have to sacrifice about 50% of your mundane talents to pay for the wizardry talent. The spirit of the game's original assumption is fully maintained, even though spells and talents are split into separate payment accounts to simplify not the game itself, but the bookkeeping. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Quote:
Point of clarification: in my old group, folk rarely raised IQ not because they couldn't. They just usually preferred kicking ST or DX up a point when they had the XP saved up to do it. It was usually more bang for the buck precisely because ITL only gave you that single point for buying a spell or talent if you put your XP on an IQ increase. Think of an IQ 12 wizard who wants an IQ 15 spell. Under classic RAW they'd have to earn enough XP to raise IQ three times to do so, and that was expensive. And you'd have to wait all that time. But if you have enough XP to buy 1 Attribute point right now, the temptation to get more DX or ST you could use immediately can be too strong to resist, so they never get around to upping their IQ from 12 to 15 and getting the talent or spell they wanted. Legacy aims to fix that very thing by letting one buy spells or talents directly with XP, and depending on where your career is at that can be cheaper than buying an Attribute increase. Well sure, you might have the XP for buying 3 points of talents or 3 spells, but none of them will be the one you want if you are still stuck at IQ 12 and the thing you want is at IQ 15. Memory capacity and skill difficulty used to rise together, but they don't anymore. In fact now they compete with each other, so in some ways things have gotten worse, not better, when it comes to advancing or fleshing out a PC. Here we are, still talking about how to fix all that. |
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I think allowing heroes to learn a few spells might have come out of e.g. Gray Mouser learning spells? Or maybe SJ just wanted to allow it. Quote:
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I would be happy with a system where they actually competed. It's how practically every modern system works. But we don't have that in RAW. Fleshing out is another issue and I think it's related to what I shall call the talent usefulness spectrum. At the top end we have the talents that are frequently useful, mostly because they are good for combat or pre-combat or clues: Sword, Shield Expertise, Running, Alertness, Charisma, maybe Remove Traps. In the middle are the occasionally-useful adventure-adjacent talents like Swimming. At the bottom end are the talents from which no practical application is anticipated, like Beekeeper and Poet. Different players have different ideas about these, but common beliefs include:
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The following is recommended to anyone interested in the full details of Steve's proposal... https://forums.sjgames.com/showthread.php?t=164761 |
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Wizards with a repertroire of spells as large as their IQs were never greatly advantaged by it over spell-less heroes. I know because that's how the game started well before ITL was ever published -- you could say it was play-tested to death by then. The only thing of note was that wizards were so "anemic" in mixed combat with mundane fighters, they almost never lasted long enough to earn even 200 XP, and we were starting new replacement wizards almost every game session. And that was with the full complement of spells they'd been allowed under Wizard rules, and while still only fighting heroes that had no spells under the Melee rules. It's not like we had mana staves, and even now those are only marginally helpful. We were not about to make them any weaker by taking away half their spells in exchange for letting them have one quarter as many talents as a hero of the same IQ. [Laughing on the side, recalling the most common talent our first ITL-based wizards always took was Driver. Someone had to drive the cart for the party, but the fighters wanted as many combat talents as possible. The other reason parties wanted a wizard along was as the torch-bearer, so the heroes had both hands free for other things - LOL!] Well, more to the point, if there's any house rules in your game that only benefit fighters (as I'm sure some of us do), isn't allowing an IQ 12 wizard 12 spells instead of 6 the very least we can do to maintain some balanced? `````````````````````````````````````````````````` ``` Now where I wrote "Memory capacity and skill difficulty used to rise together, but they don't anymore. In fact now they compete with each other" you replied: Quote:
It is a competition already. If you spend XP to buy more talents, you can't put that XP towards raising IQ. If you spend that XP to raise your IQ, you can't get more talents that way (not since Legacy). After character creation is completed, additional talents and spells are in direct competition with IQ for the same XP. IQ was already in competition with ST and DX under the classic rules, but now it is much worse off. I preferred the system when Attributes were only in competition with other Attributes. But maybe the worst thing is that in order to add a talent (or spell) a level above your current IQ, you must first earn all the XP to raise your IQ to that level, but you still don't get that talent (or spell). Instead, you must start over earning more XP until you have enough to then finally buy the talent (or spell). You have to pay for everything twice! And that's just evil. |
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Initially attributes are so much cheaper than talents that nobody buys talents, there's ST vs DX competition (DX usually wins but it does depend on the character) and in theory IQ is an option but nobody gets it because it's not much use. Then there's a brief period, as the attributes approach the soft cap, where there is true competition between attributes and talents. This is when IQ gets bought, because of what comes next... ... which is the regime where attributes have priced themselves out of the market and all the XP goes on talents (and/or spells), And the IQ increases of the previous phase allow the purchase of talents that weren't available at generation. So a character will buy all sorts of things in their career, but there's far less choice at any moment of the character's career. Which is IMO bad. Also, as remarked above, the vast majority of characters never get past the attribute-buying phase. Quote:
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For a 32 point character a 2-point talent costs 1,000 XP and attributes cost 100 XP. There's no decision: attributes are clearly a better buy. For a 41-point character a 2-point talent still costs 1,000 XP but an attribute costs 8,000. It's unlikely by this stage that anyone is buying attributes. Again, no decision. In between there's a brief period where attributes and talents are both possible and there's an actual decision but it doesn't last very long, maybe only 1 point, maybe 2. That's why I say in principle yes, there's a decision, but in practice there isn't. |
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Or Match the flat cost system of talents for attributes? Obviously TFT has an exponential xp cost to discourage characters from becoming 40+ point super heroes so the 1st option would seem to keep the "tough decision" you wish to embrace while not breaking the original level cap as written. A thought just occurred to me. What if talents (even spells?) did not have IQ costs of 1,2, or 3, but instead had xp costs? You keep the minimum IQ requirement and or ST,DX,Base Talent prerequesets but turn something like "chemist" into a 2k xp cost. Not sure how you could marry this with character creation but maybe you get a value of "life skill" experience based on IQ to spend only on talents when designing a new toon? |
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In my game, all post-creation additions to the character are XP-driven. I did opt to replace IQ requirements for talents/spells w/ TAP-based milestones, but IQ costs/weights are gone once play starts. I'm fine w/ there being a different process for pre- and post-creation phases of the game. So here's the framework I use... TAP up to 30 - 50 XP per increase (this should generally only be applicable to characters brought back from death or otherwise dropped below their starting attribute level) 31st to 32nd AP - 100 XP per point (relevant for the above scenario as well as 'halflings' and other 30-point races) 33rd to 34th AP - 200 XP 35th to 36th AP - 300 XP 37th to 39th AP - 500 XP 40th to 42nd AP - 700 XP 43rd to 45th AP - 900 XP 46th to 49th AP - 1200 XP 50th to 53rd AP - 1500 XP 54th to 57th AP - 1800 XP (progression past this point is possible, but unlikely) TAP 31-36 represents the NOVICE tier in my system TAP 37-45 is the VETERAN tier TAP 46-57 is the LEGENDARY tier Each tier (which is determined by TAP... see above) has two levels of talents; Basic and Advanced. In the NOVICE tier, for example, the talents in those groups roughly correspond to items that previously cost 1 and 2 IQ points respectively. Talents in the two VETERAN tier categories roughly correspond to talents that cost 2 and 3 IQ points respectively, but the IQ 'weights' are no longer relevant past character creation and I've changed and shifted around a decent number of the original RAW choices (as well as adding many new talents). NOVICE Tier: Basic = 250 XP Advanced = 400 XP (most are revised IQ 7-11 talents and spells) VETERAN Tier: Basic = 600 XP Advanced = 850 XP (many of these are new or expanded versions of IQ 11-14 abilities) LEGENDARY Tier: Basic = 1150 XP Advanced = 1500 XP (these talents are all new) |
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RAW doesn't do this and it's intentional. SJ fears attribute bloat, which he defines, more or less, as attributes rising to such a level that the standard 3/whatever rolls becoming too easy. He therefore wants a limit on character attributes. But he doesn't see breadth as a problem in the same way, so RAW doesn't impose a limit on gaining talents and spells. I have huge issues with RAW experience. The Great Talent Desert is a terrible consequence and I think it's unrealistic to expect every campaign to use the same attribute cap. Plus worrying about those 3/? rolls is the tail wagging the dog: I want ST 19 to use a great sword in one hand, not to pass ST rolls. I want IQ 16 for three spells with "seven hexes" in their description, not to pass IQ rolls, I want DX 17 not to pass DX rolls but so I can have adjDX 12 in improved plate and a large shield. It's not the player's fault that acquiring those capabilities inevitably makes them breeze through attribute checks as well. That said, the principle does have something behind it. An experienced character having a lot of breadth makes sense, whereas one with godlike attributes can easily get silly. A compromise might be to make talents start cheap like attributes (maybe 50?) and go up like they do, but more slowly and cap the talent points at 500. That would at least address the Great Talent Desert. |
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Amen to everything you just said David. That's actually a great "state of the union" address for where we're at with the Legacy version of TFT.
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Wait -- it occurs to me we already actually have that built into the Critical Success and Failure rule (ITL 9). Doesn't that alone vaccinate us against any ill effects of "attribute bloat"? If success rates for attribute checks are already capped by automatic failure, then higher attribute numbers can't really hurt the game, can they? What am I missing? True it would be a pretty dull game if everyone could crank all three attributes up to 15. Every roll would have a 96-98% chance of success, and that may be the specific thing SJ was trying to avoid. But we do want some attributes to get well above 14 for purposes other than making attribute checks, as in all those good examples David brought up. Now I wonder if lowering the threshold for automatic failure to 15 on 3 dice instead of 16 (or even as low as 14!) would so mitigate the effects of attribute bloat we could drastically cut the Experience Point costs of everything else, without any more rule changes than those. |
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