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#30 | ||
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Join Date: Jun 2019
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Quote:
That said I'm completely in favor of a third category, or a fourth or even a fifth of capabilities that would never get classed as "Spells" or "Talents", even if they share some of the same game mechanics. Heck, I even have a supernatural ability (among what you'd call my own "TFTe" project rules) that's a case in point called HEALER. It can't be learned as a "Talent", nor is it a "Spell". A character has to be born with it (meaning it can't be taken after character creation). The HEALER can perform a "laying on of hands" on a wounded figure, converting damage hits to fatigue hits. I don't call things like that "Talents" or skills or "Spells", I call them INNATE ABILITIES. That one, HEALER, is supernatural but there can be other INNATE ABILITIES that are purely natural, or straddle the line between natural and magical. Some other examples from my rules are KEEN SMELL, and DEPTH SENSE. By definition my INNATE ABILITIES are capabilities you have to be born with and generally can't be learned later. So they aren't "Talents" but I borrow the game mechanic to regulate "Talents" and set a cost in talent/memory points to pay for them, but again that payment must be at character creation and they can't be learned later. Being born with one means you can't learn as many other things later, just to maintain balance. Doesn't have to be that mechanic, it's just what I went with. Equally valid might be to charge an attribute point at character creation for any "special powers". Just so advantages are paid for with disadvantages, we can add all kinds of things to TFT without breaking the game. Hope I don't confuse anyone with terminology. Especially in the discussion we're having here there are a lot of words that have both general meanings and specific in-game rules meanings. I've got to remind myself I should use ALL CAPS when I mean something strictly as a rules term.
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"I'm not arguing. I'm just explaining why I'm right." |
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