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#51 | |||||
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Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Quote:
And about your point, yes I understand. The "problem" is that I was trying to follow the suggested guide in Power Ups 3: Quote:
Which leads to the second "problem" In the past, I even thought that Combat Talents would be too strong, but today I see that most would actually not be worth it. Most combat-oriented characters will actually focus on one skill (let's say Broadsword, Axe/Mace, etc). That is, an investment of 4 points per level. Talents cost from 5 upwards. Thinking exclusively about saving points, a broad combat Talent could give bonuses to several skills, yes, but that would not normally be taken advantage of by players. This "problem" is solved by adding non-combative skills that might be useful in the game, but again, this would raise the talent at a cost of 10 per level (or more), which is perhaps not all that attractive. Not that I'm overly concerned about it, but it's something to think about. I first want Talent to make sense, by the way. Quote:
Following the two suggestions, it would look something like this: Quote:
OR... Quote:
If the name sounds too much like a style, maybe you could go back to the original name and change Dancing to Connoisseur. I'm still thinking and open to new suggestions and opinions.
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“He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.” Last edited by Arcanjo7Sagi; 08-29-2023 at 08:12 AM. |
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#52 |
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Join Date: Aug 2014
Location: Snoopy's basement
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IMO, the proper way to analyze whether a Talent is valid is to determine whether there is a sensible reason to exclude skills from it. For example, is there a faculty or facility a person might have that makes them good at an included skill that does not also make them good at using a skill not included in the Talent. If there is no sensible explanation then the Talent is suspect.
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#53 | |
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Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Gauche, Rapier, Saber, Shortsword, Smallsword, and Two-Handed Sword, as well as related Fast-Draw skills. That is, 10 to 12 combat skills (depending on how many Fast-Draws you consider). Not only would this greatly extrapolate the recommendations in the book, but it would also include skills that I think would be different from what I visually imagine, such as Jitte/Sai and Main-Gauche. The idea is to be something simple to use in a traditional medieval fantasy game. It's not supposed to be complicated. You know the character who is a skilled swordsman in the clichéd swords of the genre? That's it. The guy who's going to be good at certain types of blades, not necessarily all of them. Jitte/Sai and Main-Gauche are far from the look I imagine. Smallsword and Knife is debatable, it depends on how you look at it. Perhaps the person's talent involves larger and heavier blades, not adapting well with smaller and/or lighter ones. I'm still thinking. But in addition to making sense, the ideal would also fit in the recommendations of the books. Unless, I don't know, someone from the SJG comes along and says "okay, that's acceptable", a talent encompassing so many weapons and combat skills, even if within the same concept (swords) it seems at the moment to deviate a little from the rules
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“He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.” Last edited by Arcanjo7Sagi; 08-29-2023 at 09:21 AM. |
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#54 |
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Join Date: Apr 2014
Location: Bahia, Brazil
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Personally, for my campaigns I dislike [10] and [15] point talents. I prefer to use a concept and give a bonus for that concept, even if it has more than 5 or 6 skills and price it as [5].
Also, I prefer talents instead of wildcard skills. If you can create a wildcard to cover some character concepts, sometimes one or two talents will cover the job. Talents are more of an art than a science. |
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