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Old 05-15-2024, 10:09 PM   #29
TippetsTX
 
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Join Date: Sep 2018
Location: North Texas
Default Re: Martial Arts Abilities

Quote:
Originally Posted by David Bofinger View Post
Does that mean you see a difference between supernatural talents on the one hand and powers like those in the article on the other, and you think the first one is bad and the second is OK? If so, what's the difference?
The 'Superheroes' article presents a third option for character development... superpowers. That was an interesting idea to me back-in-the-day, though never used by my gaming group (we played V&V and Champions instead). I resurrected the idea of having a third option when I started my TFTe ('e' for evolved) project because I saw an opportunity and a need (some to address existing aberrations like the STAFF spells as you also pointed out) for a set of character abilities that were neither talents nor spells.

So your question doesn't have an answer for me because I don't want there to be "supernatural talents" in the game. I want talents to only represent natural capabilities, some on the high end of course, but all of them representing achievable, non-magical skills and abilities. It's not an issue of 'good' or 'bad', it's just a design line that I don't want to cross... one bucket for talents (temporal), one for spells (magical), and one for a third category that is blend of both... or neither.
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