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#21 | ||
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Join Date: Jan 2018
Location: Sydney, Australia
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A foolish consistency is the hobgoblin of little minds, but sometimes you have to love your little mind's hobgoblins. |
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#22 |
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Join Date: Jun 2019
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Exceedingly well put, and my sentiments exactly.
__________________
"I'm not arguing. I'm just explaining why I'm right." |
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#23 | |
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Join Date: Oct 2015
Location: New England
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#24 | ||
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Join Date: Dec 2021
Location: Indiana
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I start most characters with such a vision for them. As they play, gain experience, and discover shortfalls that need to be mitigated, the initial Envisioning of their character gives way to more immediate needs. These immediate needs end up causing problems for full development that, by current Legacy game design, seems to hit a wall at 39 or 40 total attribute points. Hopefully, I have alleviated that wall in my game although it's a slow path even with a less draconian XP to attribute cost. Part of what has gotten in my way is creating a character with a vision for his development while my mind was still wrapped in Classic TFT. A perfect example is Dean Raptor, a Reptile Man that has a crossbow and is on a Unarmed Combat path. First, the Legacy NERFing of the Reptile Man stifled the start point at UC1 as opposed to UC2 or UC3. He will probably not be able to achieve any higher than UC3 no matter how you plan his development. He has turned out to be a decent character but there is no way that he has a path to UC5 under Legacy RAW. Last edited by Bill_in_IN; 10-18-2023 at 07:55 AM. |
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#25 |
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Join Date: Jun 2019
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Here the perspective of a player is going to be different from that of the GM. In the final analysis, it's a game, and games bring out the competitive side of those playing them. Speaking as a player only, if my character needs another point of DX because I've been rolling badly and it keeps missing, I'll look to up the DX. If it's had too many close calls or never does enough damage, I'll look to up ST. Even though the character's personal goal is to add a certain talent, they can't get there if they die first! When I'm on the GM side of the table I definitely want things to go one way, but when I'm on the player's side of the table I play to win, even if I do feel slightly conflicted about it. But only slightly. I've lost a couple notable characters I invested a lot in by trying to channel them into the destiny I had in mind for them instead of doing the more practical thing.
__________________
"I'm not arguing. I'm just explaining why I'm right." |
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#26 | ||
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Join Date: Sep 2018
Location: North Texas
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As far as escalating costs go, that still exists, just in a different form. The idea that basic RUNNING requires the same investment of experiential(?) capital for the 'novice' and 'veteran' makes sense to me, but if there was an EXPERT RUNNING talent (not a bad idea), I would expect that to cost more than the base skill. And it also makes sense that moving up each notch on the stat scale gets progressively more difficult. Building one's endurance should require more effort the more proficient you get. Both schemes follow the same logic of "getting better gets harder the better you get" just expressed differently. It's quite inspired IMO. I definitely agree with David that "immediately after character generation and for a long time after attributes are so cheap relative to talents that buying a talent is just about out of the question" is a problem, though. Hence, many of my revisions to the progression scheme.
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 10-19-2023 at 09:12 AM. |
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#27 | |
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Join Date: Jun 2008
Location: Boston area
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#28 |
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Join Date: Dec 2021
Location: Indiana
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#29 | |||
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Join Date: Jan 2018
Location: Sydney, Australia
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My theory of character design is: 1. defining talents, e.g. "He's a merchant." 2. IQ, determined from Step 1 3. ST and DX, using whatever points are left 4. Other talents. The game kind of implies doing 2 & 3 first, then 1 and 4, and this is broken. Quote:
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#30 | |||||
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Join Date: Jan 2018
Location: Sydney, Australia
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Also the inelegance offends me. Quote:
But TFT generally isn't like that. It's trying to handle a wider range of stories and for many characters there shouldn't be such a divide. Maybe you imagine them having done adventurous and exciting things for a while, working for their mysterious mentor. Maybe the adventuring is quasi-military and looks a lot like the fighting they supposedly did in the army. Quote:
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