05-03-2022, 10:56 AM | #12 |
Join Date: Oct 2015
Location: New England
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Re: Environmental Talents
That makes sense.
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05-03-2022, 06:29 PM | #13 |
Join Date: Jun 2019
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Re: Environmental Talents
Just throwing spaghetti at the wall here. What if we had a whole bunch of "stats" (not attributes - nothing that could be increased by XP) to roll tests against. They could all be set to 9 (less than 50% chance of success on 3d6) or higher or lower if desired. Then the only thing allowed to modify such stats would be a pertinent talent.
For example: Detection Stat - base value 10. Adjustment +2 on the roll with Alertness talent. Or +1 for each time Alertness taken, or something along those lines. Thus the success rate at all kinds of tests of skill becomes uncoupled from IQ. IQ 17 Molly no longer notices everything she walks by. She doesn't become good at noticing things without the corresponding talent. Of course there'd have to be a whole table or list of these "stats", the circumstances when they apply, and which talents modify them and by how much. If they all started at the same value, no need to record them on character record sheets -- just need to look at your talents to see if one apples to the upcoming roll.
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05-03-2022, 07:51 PM | #14 | |
Join Date: Oct 2015
Location: New England
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Re: Environmental Talents
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05-03-2022, 07:56 PM | #15 | |
Join Date: Sep 2018
Location: North Texas
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Re: Environmental Talents
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Plus Molly no longer has a strong incentive to max out IQ in my game, but that’s another discussion.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 05-04-2022 at 12:39 PM. |
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05-04-2022, 01:23 AM | #16 | |
Join Date: Jun 2019
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Re: Environmental Talents
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You could then break up the "challenges" in finer detail, and let partial bonus adjustments for overlapping talents apply. This is a bit more granular than TFT normally gets, but if it's a 1 page table and things are easy to look up it wouldn't be too jarring an addition. SAMPLE For every Challenge on the list, roll 8 or less on 3d6 to succeed. .......................................With this Talent...................................... CHALLENGES.......MOUNTAINEERING......FORESTRY..... ACROBATICS Rock climbing................+3........................ .+1.................+2 Tree climbing.................+1....................... ..+3.................+2 Ice skating....................+0..................... ....+0.................+4 So someone rock climbing with all three talents would get a whopping +6 on their roll, almost assuring success. If they only had Mountaineering they get a helpful +3, but with only Forestry a miniscule bonus of +1. Neither of the first 2 talents helps any with ice skating, but Acrobatics helps a lot. A character who's going to be a hockey player knows they can skip learning two of those talents but the other is essential. And someone planning to be an outdoorsman type of character and can only afford two more talents may see an advantage in skipping Acrobatics in favor of taking both of the other two talents, so he's at +4 climbing trees and rocks, whereas taking Acrobatics and only one of the other two would mean +5 climbing one thing while only getting a +3 climbing the other. This allows for considerable customization. An outdoorsman in a mountain-free region would be better off taking Forestry and Acrobatics in this example. I think all of this might be filed under "Overthinking It All" :)
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"I'm not arguing. I'm just explaining why I'm right." Last edited by Steve Plambeck; 05-04-2022 at 01:28 AM. |
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05-04-2022, 09:48 AM | #17 |
Join Date: Oct 2015
Location: New England
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Re: Environmental Talents
Your proposal of 8 as a baseline is kinder to unskilled attempts compared to RAW (and using 10 as an average for an attribute). One has about a 15% chance of succeeding on 4d/Attribute 10, whereas one has about 25% chance of succeeding against 3d/Attribute 8. But, skilled attempts are more nuanced in your system, going up incrementally as opposed to subtracting a die (which can be thought of as +4), which seems like a good thing. That said, it seems ungenerous for someone with only Mountaineering to have less than a 2/3 chance of succeeding climbing a rock wall (and maybe even worse odds if they are encumbered).
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05-04-2022, 10:31 AM | #18 | |||
Join Date: May 2015
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Re: Environmental Talents
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I guessed that the value you see in it has to do with less to write on character sheets, and on being able to efficiently list that someone has all the abilities you think most or every person skilled in an environment would have. If that guess is right, then I was suggesting that one could use a short notation to indicate that. For example, if I agreed with your ideas about which talents many people from an environment know, I might write: Sam: Swimming Bob: Swamp Survival Sally: Swamp Survival (+) To show that same can swim but doesn't have other survival talents, Bob has swamp survival knowledge but doesn't know how to swim, and Sally has swap survival skills and also every other related talent that people in her culture tend to have. |
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05-04-2022, 10:44 AM | #19 |
Join Date: May 2015
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Re: Environmental Talents
Only if the (very much not typical) goblin is paying attention, and only things that are easily noticed and only requiring 3/IQ rolls. They'll also tend to notice most things that are a bit difficult to notice (4/IQ), and have a 50% chance of spotting things that are hard to notice (5/IQ). But the world has even-more-difficult-to-notice things in it, too.
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05-04-2022, 03:14 PM | #20 | |
Join Date: Jun 2019
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Re: Environmental Talents
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"I'm not arguing. I'm just explaining why I'm right." Last edited by Steve Plambeck; 05-06-2022 at 12:34 AM. |
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environment, split, talents |
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