05-13-2019, 09:26 AM | #11 | ||||
Join Date: Nov 2016
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Re: Combat Mastery Talent
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On the other hand, I think it is better having PCs buy up to 4 levels of (say) a 5 point talent, than having them buy attributes. For example, while the approach of boosting many skills trough DX is nice, this often leads to a team of generalists (in my groups). Quote:
What's the pyramid #?
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05-13-2019, 10:32 AM | #12 | ||
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Combat Mastery Talent
I it was discouraged (but not prohibited) on the grounds that there was not enough underlying difference between the nature of one weapon skill vs another to justify inclusions and exclusions in a Talent and it would be a point crock.
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05-13-2019, 12:07 PM | #13 | ||||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Combat Mastery Talent
???
But you're fine with it if the 5 skills all line up perfectly with what the Player wants and they just happen to be 'thematic'? For instance I once played a street-savy fast-talking con artist. The GM laid down the rules upfront, 200 character point at start (plus -50 in Disads, -5 Quirks), Attributes were capped at 14, Talents could only be taken at game start, skills had to be bought up with time and exp, but Attributes could be raised at any time between games with enough exp. So I started with an IQ 10 and bought 4 levels each in Cultural Chameleon, Empath, Impersonator, Street-Smart, Talker, and Tough Guy (every single Talent was thematically appropriate and what I wanted from a Talent for the Character). The GM grunted but relented as I was clearly in the rules as he established them... also I was nowhere near stepping on any other niche as I'd walked into the chargen session saying "I'm playing the Face" and everyone agreed. Quote:
Also... you do realize I can spin a backstory to make any set of Talents or Talent builds into something that 'describes the Character'? I've done this before, and I'll do it again... Quote:
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"For instance, Sports Talent might make sense – some athletes really do seem to have a gift – but the GM ought to forbid Ninja Talent or Weapon Talent (but see Weapon Master, p. 99)." There has never been anything in a published work saying "Do not put combat skills into talents". For instance 'Pickaxe Penchant', 'Strangler', and 'Mr. Smash' would all immediately give lie to that notion. Further I've always considered this sentence from Power-Ups 3 Talents to be incredibly ill-thought out: "Finally, he has the right to reject a proposed Talent that doesn’t seem like a believable inborn knack given the character’s race and the campaign’s realism level, genre, etc.; he should definitely do so for one that’s nothing but a way to save points on skills whose only relationship is “skills I plan to learn” (although that’s sometimes acceptable when using Talents as Training, p. 25)." So... it's okay if my Character takes 'Talker' or 'Born Soldier' when all the skills are ones I plan to buy and wish to save points on and fits the theme of the Character (a Face or soldier), but not okay if I write up say "Mugger" which has Intimidation, Streetwise, Shadowing, Stealth, and Knife? Because they are all skills I plan to buy and wish to save points on, but the Character is not yet a 'mugger'? I mean who knows, maybe mugging is in his destiny? Quote:
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I built a JoAT Sage in a DF game... so... to me buying up IQ will eventually be 'core' to the Character's role. Being good at everything that defaults from IQ, Per, and Will. And that may end up being a problem... |
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05-13-2019, 02:09 PM | #14 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Combat Mastery Talent
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05-13-2019, 02:49 PM | #15 |
Join Date: Feb 2016
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Re: Combat Mastery Talent
Of course DX and IQ are overly broad, that is always going to be an issue with a four attribute system. At least it is not like HT. I can take HT 15, Basic Speed -1.25, Very Fit, Susceptible (Disease) 5, and Susceptible (Poison) 5, and be much better off than a HT 10 person, despite being worth the same number of points.
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05-13-2019, 03:03 PM | #16 | |
Join Date: Oct 2007
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Re: Combat Mastery Talent
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05-13-2019, 04:00 PM | #17 |
Join Date: Feb 2016
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Re: Combat Mastery Talent
I have not had a game where PCs are less than 200 CP since 4e came out, and I never apply disadvantage limits to NPCs, so disadvantage limits are sort of an abstraction for my games (since the suggested disadvantage limit is 50% a character CP total). The point of the matter is though that HT is more easily exploitable than any other attribute. For example, I could make a character with HT 20, Basic Speed -2.00, Susceptible (Disease) 5, and Susceptible (Poison) 5, and the character would be leagues better off than a character with HT 12, despite the two packages costing the same amount. The former character still have a bonus FP+8, +8 against HT threats (+3 against Disease and Poison), and +8 to HT skills. Yes, I have used 80 CP of my disadvantage limit, but it does not matter because they are 'free' disadvantages that do not hinder my character to any measurable degree.
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05-13-2019, 04:11 PM | #18 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Combat Mastery Talent
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05-13-2019, 05:42 PM | #19 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Combat Mastery Talent
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05-13-2019, 06:25 PM | #20 |
Join Date: Jan 2017
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Re: Combat Mastery Talent
I see no problem with a combat mastery talent like that. I see no problem with something like this too:
Talent: Archer [5/lvl] Armoury (Missile Weapons), Bow, Connisseur (Missile Weapons), Fast-Draw (Arrow), Zen Archery. |
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combat talent, talents |
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