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Old 07-08-2018, 04:21 AM   #1
Jim Kane
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Join Date: Mar 2018
Default Re: New Skills

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Originally Posted by tbeard1999 View Post
Quickdraw Sword (or Axe/Mace or Pistol for modern campaigns): IQ8, 1 talent point. Allows figure to ready an unready sword (or axe/mace or pistol) and still attack it hit in the same turn.
I am probably going to be odd-man-out on this one, but I highly resist the idea of including "Quickdraw" into TFT, for the simple reason that nearly every member of the adventure party will take it. If everyone takes it, then it stops being special to that super-swordsman, and it just ends up as another player cheat.

I get the idea behind it, and why people really like this thing - and yes, this is the classic Samuri/Conan move - but from a dramatic tension perspective, I think it hurts the overall game-tension level in the long run; and that would hurt TFT.

My 2 cents.

JK
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Old 07-08-2018, 04:37 AM   #2
Chris Rice
 
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
Default Re: New Skills

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Originally Posted by Jim Kane View Post
I am probably going to be odd-man-out on this one, but I highly resist the idea of including "Quickdraw" into TFT, for the simple reason that nearly every member of the adventure party will take it. If everyone takes it, then it stops being special to that super-swordsman, and it just ends up as another player cheat.

I get the idea behind it, and why people really like this thing - and yes, this is the classic Samuri/Conan move - but from a dramatic tension perspective, I think it hurts the overall game-tension level in the long run; and that would hurt TFT.

My 2 cents.

JK
As TFT stands at the moment, I don't think most characters would take it because, (a) it cost a Talent point that you could use for something else, (b) it's only useful occasionally or to a very specific character type (i.e., the javelin throwing swordsman etc). Obviously game styles will vary and if you feel it breaks your game you wouldn't use it. That's why I didn't use the New Followers Talent for example.
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Old 07-08-2018, 04:52 AM   #3
Jim Kane
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Join Date: Mar 2018
Default Re: New Skills

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Originally Posted by Chris Rice View Post
Obviously game styles will vary and if you feel it breaks your game you wouldn't use it.
Well, it is not my game I am concerned about Chris; it is the game run by future neophyte GMs and Players, who, if they all end up taking this talent - and at IQ8 and 1 point, what newbie could resist - will miss out on so much added drama, tension, and fun.

It is those people I am concerned about with the inclusion of such a talent at such low IQ and cost.

If I was forced to include it in the rules-set, I would make the talent reflect *years* of specialized training, and seriously raise the IQ requirement *and* the cost - so it would be very rare among members of an adventure party.

JK
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Old 07-08-2018, 05:00 AM   #4
Chris Rice
 
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
Default Re: New Skills

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Originally Posted by Jim Kane View Post
Well, it is not my game I am concerned about Chris; it is the game run by future neophyte GMs and Players, who, if they all end up taking this talent - and at IQ8 and 1 point, what newbie could resist - will miss out on so much added drama, tension, and fun.

It is those people I am concerned about with the inclusion of such a talent at such low IQ and cost.

If I was forced to include it in the rules-set, I would make the talent reflect *years* of specialized training, and seriously raise the IQ requirement *and* the cost - so it would be very rare among members of an adventure party.

JK
Well, I'd say the prerequisite should be that you have the Talent for both weapons, the Thrown weapons Talent and perhaps a min adjDX to use it. And perhaps 2 points is a fairer cost. I wouldn't allow it in conjunction with a missile weapon. In my games it was intended for the skilled javelin/axe thrower, who could throw and then rush into combat.
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Old 07-08-2018, 11:29 AM   #5
Skarg
 
Join Date: May 2015
Default Re: New Skills

Quote:
Originally Posted by Jim Kane View Post
Well, it is not my game I am concerned about Chris; it is the game run by future neophyte GMs and Players, who, if they all end up taking this talent - and at IQ8 and 1 point, what newbie could resist - will miss out on so much added drama, tension, and fun.

It is those people I am concerned about with the inclusion of such a talent at such low IQ and cost.

If I was forced to include it in the rules-set, I would make the talent reflect *years* of specialized training, and seriously raise the IQ requirement *and* the cost - so it would be very rare among members of an adventure party.
I agree and posted earlier that I think if such a talent simply removes the need to ready a weapon, then it is mainly removing an interesting element of play for those characters.

And, I generally dislike all the things that remove elements of play. (e.g. High DX - yay, I almost always hit everyone I attack. Magic healing - poof, no one needs to rest. Magic Light or Dark Vision - poof, no one needs to worry about lighting. Magic Food - poof, no more food supply issues.) It makes improving your character make interesting parts of the game go away.

And, it shouldn't just remove all meaning from having your weapon ready or not. It should still be better to have a ready weapon than not.

Seems to me a DX penalty for attacking on the turn you fast-draw something would tend to work well. There could be levels of mastery that reduce the penalty, but I'd never have it go away entirely. Maybe start at -5 or -6 for the first level of the talent, and let people dump points into it to reduce the penalty.

Of course, there should be some consideration for the type of weapon. One or more of the classic "TFT is broken" articles was about people abusing the fast-draw ability included in Thrown Weapons to have people with many boomerangs, nets and bolas using them every turn (sigh). Can someone quick-draw a crossbow, load and shoot it in one turn? Can they fire a bow twice per turn?

Also, should the talent apply to all weapons, or do you need to train it in each weapon type, as in GURPS?
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Old 07-08-2018, 04:43 AM   #6
zot
 
Join Date: May 2018
Default Re: New Skills

Here are 32 new talents

Research (find things out about the world and people)
  • Sense motive
  • Interrogation
  • (Knowledge)
  • (Talent fields)
Knowledge (declare things your character already knows)
  • Nature
  • History
  • Architecture
  • Architect
  • Mining
  • Dungeoneering
  • (talent fields)
Manipulation / Influence (get people to do what you want)
  • Intimidation
  • Torture
  • (Membership / culture / reputation)
Arts (bard specializations -- perform in front of a crowd)
  • Acting
  • Musical performance
  • Composing
  • Dance
  • Comedy
Culture / reputation (make impressions, use reputation)
  • Etiquette
  • Poetry appreciation
  • Poet
  • History
  • Music appreciation
  • Social dancing
  • Literature appreciation
  • Pedigree
  • Renown
  • Wealth
Ranking Membership (contacts, influence)
  • Guilds
  • Police
  • Government
  • Royalty
  • Military
Level 2 (higher levels of existing talents)
  • Chemistry 2
  • Alchemy 2

Last edited by zot; 07-08-2018 at 06:08 AM. Reason: clarification
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Old 07-08-2018, 05:03 AM   #7
zot
 
Join Date: May 2018
Default Re: New Skills

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Originally Posted by zot View Post
Here are 32 new talents
There are more possibilities if you think about court life, like hawking, hunting, and heraldry (I'm sure there inspirational are scenes from Game of Thrones for this).
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Old 07-08-2018, 05:29 AM   #8
ecz
 
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Join Date: Jan 2018
Default Re: New Skills

First aid.
It costs only one point, level 9.
works as a "minor physicker" Heals one point and works even without any medical equipment making a 3d/DX. The Physicker talent costs 1 if the Character already has First Aid.


Also I love the idea of a sort of "level two" for many talents that come only in one version without a reason:

silent movement II
climbing II
Acrobatics II

tracking II
woodsman II
spying II
chemist II
alchemy II
mathematician II

the first three should have an high DX (15?) as prerequisite

finally I'm in the camp of who thinks that a "quick draw" talent is not that useful for playing and combat balance.
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Old 07-08-2018, 05:51 AM   #9
pyratejohn
 
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Default Re: New Skills

Navigation would be useful.

Also, since we have Tactics (maybe it would sound better as Tactician?) and Strategist as a skill progression, how about we include a level above Captain, call it Commodore and Admiral, that would allow a +2 on initiative and include the ability to command a fleet?
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Old 07-08-2018, 05:55 AM   #10
pyratejohn
 
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Default Re: New Skills

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Membership (contacts, influence)
  • Guilds
  • Police
  • Government
  • Royalty
  • Military
I would think those would be included as a perk of having a job.
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