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Join Date: Aug 2005
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I was looking at the discussions on Talents for Wizards and came up with this suggestion.
At the time of creation, a wizard character may take: Option 1 1 Talent at base cost (if it is normally doubled) Option 2 2 points in Talent(s) (which are normally doubled) at base cost Option 3 2 Talents at base cost (if they are normally doubled) Option 4 4 points in Talent(s) (which are normally doubled) at base cost If their IQ is high enough to allow that Talent These allow an Wizard Character to tweak their character to fit their notions. An IQ 11 Wizard could have Sword for 2 points and Physicker for 2 points (Option 3 or 4) or Knife, Quarterstaff and Physicker (Option 4) OR Quarterstaff OR Knife OR Physicker (Option 1), etc. For Fighters; At the time of creation, a fighter character may take: Option 1 1 spell at base cost (normally tripled) Option 2 2 spells at base cost (normally tripled) Option 3 3 spells at base cost (normally tripled) If their IQ is high enough to allow that Spell. The staff spell (all varieties) CANNOT be learned using this method. Higher Options also available with one restriction: the cost of Talents known must be greater than the cost of Spells known. An IQ 8 fighter can only know a maximum of 3 spells under this rule, An IQ 9 or 10 fighter, a maximum of 4, etc. (An IQ 7 fighter can know NO spells.) Variant 1 for fighters: Given the above rules (number of spells must be less than cost of Talents) ANY spell may be learned - even if the IQ is not high enough originally. However, the spell may not be used until the fighter gains an IQ equal to the spell IQ. Under this variant, an IQ8 fighter can learn Weapon/Armor Enchantment (IQ14) at creation but cannot actually enchant anything until his IQ becomes 14.
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Helborn |
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