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#1 |
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Join Date: May 2020
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What if?
Talents were tracked and given a progressive cost the same way as attributes. This could be done in several ways, but the goal is to give learning new skills the same lowered XP costs for the PC early in their careers just like the hard Stats of ST, DX, and IQ. 1. Simply marry the xp threshold of the character to the cost per 1 point of IQ using the same progressive cost of attributes. Example- 32 to 34pt character only spends 100 xp per IQ slot needed for any new talents/spells. When they level up to 35, talent IQ now costs 200xp each and so on up to level 37 and beyond where they cap out/revert to the RAW of 500xp each. OR 2. A characters IQ record will always show their beginning IQ level. This is used to note how much a PC "levels up" their IQ. At zero (they are the same IQ as when they started) talent points/spells cost 100xp At level 1 (One above the original IQ) talent points/spells cost 200xp At level 2 (two above the original IQ) talent points/spells cost 400xp At level 3+ (Three " ") talent points/spells cost 500xp I can see some abuse power build problems with either system. The most basic would be maxing out IQ from the start and trying to become the uber talent/spell nerd before raising your stat levels. |
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#2 |
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Join Date: Dec 2021
Location: Indiana
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I have adopted a more simple approach. I stole it from a GM that wanted to promote obtaining talents/spells early in character development. That is, the first two IQ points spent only cost 250 XP and then revert to 500 XP per RAW.
In my game, this is now the policy across the board. All IQ points for talents/spells cost 250 XP. It has had no impact on the game. PCs are still focusing on attribute increases until approximately 37 points. Last edited by Bill_in_IN; 10-11-2023 at 07:25 PM. |
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#3 | |
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Join Date: Sep 2018
Location: North Texas
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My rules break talents into TAP-based 'tiers'. They retain fixed XP costs (continuing the LE model which requires characters to purchase talents directly w/ XP), but the costs for more potent skills and abilities get progressively higher. I removed the IQ dependency entirely which creates some nice opportunities that wouldn't exist otherwise (like a primitive IQ 8 woodsman). As the character advances and TAP increases, they gain access to higher 'tier' talents, but can always purchase the lower ones at their original XP cost. So CLIMBING, for example, costs the same (250 XP) if acquired early in the PC's career or much later.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 10-11-2023 at 07:28 PM. |
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#4 | |
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Join Date: Dec 2021
Location: Indiana
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#5 | |
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Join Date: Sep 2018
Location: North Texas
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;) The key (for my table, anyway) was in keeping the choices at each 'tier' balanced. XP costs for talents or stat increases should remain close enough for it to make the choice difficult or at least require careful consideration on the part of the player.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 10-11-2023 at 09:39 PM. |
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#6 |
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Join Date: Sep 2023
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The Legacy TFT rules seem to suggest to me that once a character is made, all new spells or talents cost 500XP per point.
I give some leeway. If the character's IQ is raised, that will include 1 point for talent or spell purchase. The player can always purchase points at 500 XP per point, but they will always get a point through raising IQ. I'm still trying to figure out a good monetary cost for paying for training. I consider the character is always in training, then pays with cash when the character has the IQ and available points. It tends to be a simple system. Character has an IQ of 12, that's 12 points, and has purchased 5. Total is 17. |
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#7 | |
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Join Date: Dec 2021
Location: Indiana
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Changes like this keep my house rules for a topic down to one sentence or two. |
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#8 | |||
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Join Date: Jan 2018
Location: Portland, Maine
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When you create your character, don't give them any weapons talents. It guarantees that the first thing you spend your XP on is a weapon. Also there are published rules for discounting the RAW 500XP costs for talents. The Fanzine Trip 1 Quote:
I don't think that spending XP on an IQ Attribute equates to getting the Attribute AND the talent. That would lead to the case where Players could start with IQ 8 figures and in three attribute exchanges get to IQ 11 And have an 9IQ Talent, a 10IQ Talent and a 11IQ talent at the same time. Quote:
If the player says "I see Kurt as a Merchant. Average ST, Average DX, Above Average IQ, then ST=10, DX=10, IQ=12 would start him out. If you never envision Kurt being strong, you won't have his ST go above 11. If you envision that he could dance pretty well, you might have his DX go to 11. You might even consider his becoming bright enough to reach IQ 13. You might start with raising Kurt's IQ to 13, buy some more Merchanting worthy talents, socializing talents, then possibly put a point into ST to help him survive an extra point of damage. And if Kurt was going to learn a spell or two, that would go under the category of XP=1500. Sure, there may be life-changing events, both good or bad for the character that would change "his" envisioning, so there can be alterations to this viewpoint. The characters don't have to be worked up into graceful tanks.
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- Hail Melee Fantasy Chess: A chess game with combat. Don't just take the square, Fight for it! https://www.shadowhex.com Last edited by JohnPaulB; 10-16-2023 at 10:34 PM. Reason: corrected wording |
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#9 | |
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Join Date: Oct 2015
Location: New England
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#10 | |||
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Join Date: Jan 2018
Location: Sydney, Australia
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My theory of character design is: 1. defining talents, e.g. "He's a merchant." 2. IQ, determined from Step 1 3. ST and DX, using whatever points are left 4. Other talents. The game kind of implies doing 2 & 3 first, then 1 and 4, and this is broken. Quote:
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