Re: [DF] Talents for the Standard Templates
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If you want to have a talent which has everything under the suggest wildcard skills, and focus towards maximising that talent before improving base stats and buying up skill levels... well then why are you not just using wildcard skills instead? What you're effectively doing is maintaining a very flat level of competency across all skills that are 'core' to your class, which wildcard skills handle easily. Of cause I find that kind of play very bland, as distinguishing between characters becomes that much harder when all members of a profession perform identically in every task that profession could excel at. Although if your goal is that of an MMO styled class based system then perhaps this ensures your players don't mess up buying skills and can predict their foes capabilities once they've discerned their profession. |
Re: [DF] Talents for the Standard Templates
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Re: [DF] Talents for the Standard Templates
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Re: [DF] Talents for the Standard Templates
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Re: [DF] Talents for the Standard Templates
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Re: [DF] Talents for the Standard Templates
Here is how I would fix Magery. I would say that the Wizard talent adds to spell skill levels and Thaumatology and Alchemy. This can be bought up to 4 levels just like other talents. Magery is just the power level for spells like fireball and lightning bolt and each level adds to the damage a wizard can do. But when Wizard talent is capped at 4 levels then even a wizard with high levels of Magery only can have a 4 point edge to skills due to talent. This makes it more fair fot thieves who also have a cap on their talent and that means a wizard with Lockmaster will not overshadow the thiefs Lockpicking skill. And the thief would be better because he can pick locks in a no mana zone .
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Re: [DF] Talents for the Standard Templates
Honestly, if I did these, I'd make them really deliberate, but very tight, point crocks, based more on lenses than anything else.
So the Ranger gets his bonuses to Tracking, Stealth, Survival, Bow, and Camouflage while a Sharpshooter talent gives bonuses to Stealth, Bow, Fast-Draw, and Armoury (Bows). Just for example. Then I'd restrict you to one of these talents. No Ranger/Sharpshooters or Cat Burglar/Assassins. Or say they don't add to each other, so you only get to best bonus from your various talents - like the idea on Power Ups 3 pg. 14 in the box. That would mean you could get more specialization of the "classes" if you like that kind of thing. It doesn't matter if it's especially balanced if it further encourages niche specialization and makes characters a bit different. IMO. |
Re: [DF] Talents for the Standard Templates
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Re: [DF] Talents for the Standard Templates
Another thing having something like this could help would be with specialization of wizard types. A demonologist might instead have demonologist talent that he could learn up to 4 levels. So the demonologist would have IQ 15 and could have demonologist talent to boost his skill to 19 for casting demonologist spells. But maybe he could learn other spells based on his IQ 15. He woulld be less powerful with other magic but he could learn a few other spells. This way he specializes in certain spells which he can learn at a higher skill level because of his training but he could also learn a few other spells as well. In my experience there are alwayss players who want to learn a spell that is not on the list and with this concept he can do so but with no skill bonus.
The same could be true of other specialist wizards, that way they are focused on what they are trained in but still can learn a few general spells. |
Re: [DF] Talents for the Standard Templates
You could even have racial talents. Say Dwarf talent might include some skill bonus to direction under ground, axe/pick combat, fighting goblin-kin, metalurgy, armory, etc. This way the dwarf might be it's own class just like in the old school days. These abilities woud be the result of the training they recieve in their dwarven culture.
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