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-   -   [DF] Talents for the Standard Templates (https://forums.sjgames.com/showthread.php?t=97697)

Peter V. Dell'Orto 10-02-2012 04:35 PM

Re: [DF] Talents for the Standard Templates
 
Quote:

Originally Posted by Carlos (Post 1452845)
Would that stack with racial talent, Forest Guard? That would make Ranger elves uber-archers.

Who are paying 5/level for their "class" talent and 5/level for their racial talent instead of 4/level for Bow? I'd say sure, be my guest.

The only issue for me is, Ranger (as I suggested it) has a serious overlap with Forest Guard, so the idea in Power Ups suggests that you shouldn't be able to get levels of both. You should just buy that up instead.

Most of the racial talents that duplicate these "class talents" are kind of like that - "elf scout" is probably a good subcategory of its own. They'll come out differently than a human scout anyway, so you don't need to throw talents at them to make them better.

Peter Knutsen 10-02-2012 04:39 PM

Re: [DF] Talents for the Standard Templates
 
Quote:

Originally Posted by b-dog (Post 1452761)
But talents could represent training in a particular class. A ranger may learn hunting, tracking, bow, sword, silence etc. because he has undergone training as a ranger.

Yes. And in GURPS, you're supposed to represent ranger training by putting actual CPs into each of those skills that ranger training consists of.

The RAW claims that Talents are meant for only those things that people can be born with natural aptitudes for, but even the examples in the core books make it clear that we're not supposed to take it seriously.

Peter Knutsen 10-02-2012 04:41 PM

Re: [DF] Talents for the Standard Templates
 
Quote:

Originally Posted by Asta Kask (Post 1452801)
Isn't that what Pickaxe Penchant and the like are supposed to be?

Yes it is. That's exactly what it is.

Peter Knutsen 10-02-2012 04:44 PM

Re: [DF] Talents for the Standard Templates
 
Quote:

Originally Posted by PK (Post 1452819)
Why DX? The martial artist already has great DX -- it's his other scores that need the help. The whole idea behind Chi Talent is that you can buy Chi Talent 4 [60] instead of having to buy IQ +4 [80] and HT +4 [40] for twice the cost, and then it also boosts the DX-based chi skills and the chi powers as well.

It's actually the best deal in DF as far as Talents, IMO.

At least in the case of the Barbarian, the Outdoorsman Talent is there specifically so that he can "get by" with an average'ish IQ, since (IIRC) many of the skills covered by Outdoorsman are IQ-based.

So in that case, the cheap Talent is there to make a character concept feasible, that of "not bright at all, but savvy in the outdoors, albeit primarily a strong warrior".

The Thief's (pseudo-)Talent, High Manual Dexterity, instead covers the template's main schtick, (many) thiefly non-combat skills, but note that it's not one of the cheap 5 CP Talents. It's also one of the Talents in GURPS that makes the most sense, in terms of something a person can actually be born with, as in genetic aptitude.

vierasmarius 10-02-2012 05:00 PM

Re: [DF] Talents for the Standard Templates
 
Quote:

Originally Posted by b-dog (Post 1452874)
Magic spells have an edge because Magery adds onto the spell skill level. But if the mundane PCs can a talent add onto their skills too then it becomes more even and then the mundane PC has an edge in no or low mana zones.

I don't think Magery is the issue here, but Magic itself. In cases like Lockmaster, a spell is functioning as a Complementary Skill (ie, roll at no penalty to give a bonus to another skill check) except that instead of giving +1 on success and -1 on failure, it gives +6 on success and no penalty on failure - and it can be tried again until it succeeds, at the cost of FP. A wizard only needs skill 12 or so to consistently benefit from Lockmaster, meaning for a point or two in a spell (even without Magery) he saves up to 24 cp in Lockpicking.

I agree with PseudoFenton that this particular spell should be limited or altered. But it works as an example of other niche-invading spells. The problem isn't that a Wizard can buy an extra 2 levels of Magery, the problem is that many spells are wildly inappropriate for Dungeon Fantasy.

ericbsmith 10-02-2012 05:05 PM

Re: [DF] Talents for the Standard Templates
 
Quote:

Originally Posted by b-dog (Post 1452838)
Why should the wizard get to add 6 to his skill roll to the Lockmaster spell from Magery while the thief has nothing?

What makes you think the Thief gets nothing? The Thief gets both Flexibility and High Manual Dexterity, which combined give skill bonuses to Climbing, Escape, Erotic Art, Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, Pickpocket, Sewing, Sleight of Hand, and Surgery. That covers a large chunk of the Thief's core skills; pretty much all of them in fact. Yeah, they're not called a "Talent" in name, but the end result is very similar.

b-dog 10-02-2012 05:09 PM

Re: [DF] Talents for the Standard Templates
 
Quote:

Originally Posted by vierasmarius (Post 1452894)
I don't think Magery is the issue here, but Magic itself. In cases like Lockmaster, a spell is functioning as a Complementary Skill (ie, roll at no penalty to give a bonus to another skill check) except that instead of giving +1 on success and -1 on failure, it gives +6 on success and no penalty on failure - and it can be tried again until it succeeds, at the cost of FP. A wizard only needs skill 12 or so to consistently benefit from Lockmaster, meaning for a point or two in a spell (even without Magery) he saves up to 24 cp in Lockpicking.

I agree with PseudoFenton that this particular spell should be limited or altered. But it works as an example of other niche-invading spells. The problem isn't that a Wizard can buy an extra 2 levels of Magery, the problem is that many spells are wildly inappropriate for Dungeon Fantasy.

I don't mind if a wizard can use a Lockmaster spell as long as it is at a low skill level while the thief is the expert with a high skill level. The wizard having some way to unlock ordinary locks is not much problem but I feel if there is a really tough lock he needs to call the thief.

ErhnamDJ 10-02-2012 05:32 PM

Re: [DF] Talents for the Standard Templates
 
This is one place where it's obvious how many options there are that could be applied to the magical spells, and where the reasoning behind the decisions that were made isn't obvious.

What if Lockmaster got two or three times the penalty from locks that the Lockpicking skill gets? What if it took ten minutes to cast instead of ten seconds? What if it cost ten energy to cast?

Any of those changes would make a big difference in how the spell is used. So why is it like it is, rather than how it could be?

Why not have a base spell: Three times the Lockpicking penalty, with a ten minute casting time, with a base cost of two energy? And then give the option of removing the penalty or reducing the casting time with additional energy?

Peter V. Dell'Orto 10-02-2012 05:32 PM

Re: [DF] Talents for the Standard Templates
 
Quote:

Originally Posted by vierasmarius (Post 1452894)
I don't think Magery is the issue here, but Magic itself. In cases like Lockmaster, a spell is functioning as a Complementary Skill (ie, roll at no penalty to give a bonus to another skill check) except that instead of giving +1 on success and -1 on failure, it gives +6 on success and no penalty on failure - and it can be tried again until it succeeds, at the cost of FP. A wizard only needs skill 12 or so to consistently benefit from Lockmaster, meaning for a point or two in a spell (even without Magery) he saves up to 24 cp in Lockpicking.

That's Locksmith (Magic p. 143), not Lockmaster (Magic p. 144).

Lockmaster just picks the lock magically, at a penalty to cast equal to any difficulty penalty of the lock. Cost 3, 10 seconds to cast - that's pretty trivial for even a base-template Wizard (IQ 15, Magery 3 for a 15 for 1 point). That's a 15 or less for standard locks, and 50/50 on even pretty hard ones.

It's easy to get, too - Magery 2 and Apportation, and Apportation has no other spell prereqs (and it's damn useful in a dungeon!) Having a wizard with it, plus guys with Forced Entry and crowbars, has made a thief superfluous to my current group. They have two Scouts, too, in case you start saying "What about Traps?" - Scouts are plenty good at dealing with them right out of the box.

NMZs are an answer, but if you need to put up an NMZ on all the "hard" doors to make one template useful, I think the answer might be that the template needs some beefing up!

vierasmarius 10-02-2012 05:55 PM

Re: [DF] Talents for the Standard Templates
 
Quote:

Originally Posted by Toadkiller_Dog (Post 1452909)
That's Locksmith (Magic p. 143), not Lockmaster (Magic p. 144).

Ah, I stand corrected. I was commenting based on the context of the thread, but didn't look up the spell again myself. Serves me right for assuming. I think my point still stands for Locksmith though.


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