12-11-2024, 11:24 PM | #81 |
Join Date: Apr 2005
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Re: New Talents
Sort of. AFAIK, the current consensus opinion by Kromm and playtesters is that a single "theme" melee or low-tech ranged weapon skill is OK, as long as it's balanced by a couple of "theme" non-combat skills which aren't so useful.
E.g., Jungle Native Hunter: Blowgun; Naturalist (Jungle); Stealth; Survival (Jungle); Tracking. Limiting Naturalist and Survival to just the jungle justifies the addition of the weapon skill. |
12-11-2024, 11:47 PM | #82 | |
Join Date: Jun 2010
Location: Dreamland
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Re: New Talents
Quote:
Related to that page, I personally do allow the overly broad Weapon Talent because even at 15pts per level it's probably overpriced (compare DX minus Basic Speed), but there are reasons why a player would want to take it even at that price. I might even drop it to 10pts considering that a similar bang skill has been fine in practice and bang skills definitely give a lot more than a talent. |
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12-12-2024, 10:07 AM | #83 | |
Join Date: Jan 2009
Location: Indaiatuba/SP Brazil
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Re: New Talents
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Using the exemple i gave. Natural Born Hunter covers Bow, Camouflage, Observation, Stealth, Tracking and Survival. Let`s create the Inner City Survivor: Brawling, Escape, Knife, Stealth, Running and Urban Survival. This to me sounds ok Not ok would be: Axe/mace, Brawling, Knife, Garrote, Poisons and Wrestling So i guess one or two weapon skills or combat skills make sense |
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12-16-2024, 01:28 AM | #84 | |
Join Date: Jun 2022
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Re: New Talents
Quote:
I've rarely seen someone get use out of more then 2-3 combat skills, so if someone wants a talent that covers 5+ combat skills I'm fine with it, just like I'm fine with the 'face' taking Smooth Operator or a Mage taking Magery...
__________________
Run the game you want to play in. |
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12-16-2024, 03:59 AM | #85 | |
Join Date: Oct 2024
Location: There's a head attached to my neck and I'm in it
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Re: New Talents
Quote:
__________________
I'm probably overthinking. |
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reaction modifiers, talent |
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