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Old 07-16-2018, 04:21 AM   #2
Chris Rice
 
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
Default Re: Costs of spells and talents - requirements.

I agree that I don't want a "memory cap." It's fine as a way of limiting and defining beginning characters but in a long running campaign it should be possible to go beyond these restrictions without necessarily raising IQ.

There are various ways to do this. I split attributes into their component parts (based on the David Dunham article in Different Worlds magazine that I mentioned in another thread). This solved the problem for me. Characters could use XP to increase their "Knowledge" stat, allowing them to buy new Talents without changing other attributes. But you could keep the 3 attributes and allow direct purchase of Talents with XP. To me, this is a bit less elegant but does work.

As to what the Hero can spend XP on? I agree some advanced combat Talents would be nice, as long as they are well balanced and fit the system. A certain amount of Attribute increase is also fine. But I think Karma/Luck/Fate points would be a useful spend for a Hero. After all what's a Hero without luck: a dead Hero!

So I think between extra Talents, Attribute increase and Fate points there will be enough for a Hero to spend XP on.

(PS. Rick, if you'd like to see a copy of that article by David Dunham, send me your email and I'll forward you a copy.)

Regards. Chris
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includes, prerequisites, spell costs, talent costs, wizard hero balance.


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