Quote:
Originally Posted by TippetsTX
That's pretty close to the cost model I adopted too.
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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Sorry I am unfamiliar with the "TAP" reference, could you elaborate? (I just know I am going to slap my forehead in embarrassment the minute you reveal the meaning...)