06-11-2018, 10:43 PM | #21 | ||||
Join Date: May 2015
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Re: Experience Points
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Goblins do have a rough time in TFT as is. Goblins might have different maximums too, but if it's +8, well they'd still be 2 points total lower at maximum. Yeah, that part I'm not as excited about, as I never liked Wishes used that way and it gets into wealth and power being able to buy personal excellence. Except... Quote:
This change also nicely addresses this problem, though probably not to everyone's satisfaction. The maximum IQ normal wizard would be ST 8 DX 8 IQ 24... in order to create a wish, such a wizard would need to roll 3d versus 24 - 20 = 4, or 6 if he has a +2 Charm item. Muahaha, would-be industrial wish-makers! Of course, probably that wasn't part of Steve's intention, but personally I dislike industrially-made Wishes enough that I really would not mind. Quote:
And, your Psychic Combat talent therein would make wishes possible again - a theoretical human could get up to an 11 with it and a charm... though IQ 24 people might have to be forced by someone else who really want Wishes to do it, since it's still a huge risk of death. Last edited by Skarg; 06-11-2018 at 10:51 PM. |
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06-11-2018, 10:48 PM | #22 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Experience Points
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On my first read thru, I was paying the most attention to the experience part of the post. But thinking about the staff rules... -- It sounds like a wizard can power spells with fatigue ST like normal, with damage (such as with the Death Spell type spells), and with mana from the staff. So a ST 10, IQ 14 wizard with a maxed out staff would effectively have 24 fatigue points to spend on spells. Correct? -- I highlighted a section of Steve's post above. In a half day (12 hours), a wizard would regain 48 fatigue. Divide that by 5 (round down) and he can put back 9 fST. If I'm reading the rules right, in that half day of meditation, the wizard can recharge one mana point in the staff. This sounds wildly inefficient. This is even worse because while resting the wizard could be talking to people, reading a book, watching a play, etc. But while meditating the wizard can do nothing else. Meditating is more restrictive than resting, so it should fill up the fatigue ST in the staff faster. But as written it is a lot worse. How about, if the wizard does nothing but meditate for half a day, the staff is simply completely recharged? Warm regards, Rick. EDIT: Rereading what Steve wrote, I'm not sure if he means that you can spend 5 fatigue ST to recharge one point of mana in the staff, or if the wizard must sacrifice 5 damage to recharge one point. In that case, recharging the staff would be a long and painful task. If you have to sacrifice damage to recharge the staff, then using the staff's power is a last resort thing, and only having to spend half a day of concentration to put one fatigue into it makes more sense. regards. Last edited by Rick_Smith; 06-11-2018 at 11:13 PM. Reason: Added bit at bottom. |
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06-12-2018, 12:09 AM | #23 | ||
Join Date: May 2015
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Re: Experience Points
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06-12-2018, 07:23 AM | #24 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Experience Points
Trying to separate the new XP system into effects:
Trying to construct the same example characters as I have in previous : Swordsman: ST 13, DX 11, IQ 8; Knife, Sword, Shield, Running: something like 3400 XPs. Presumably that (or a bit more, since he's short on talents) is what characters start on? Conan the Cimmerian: ST 24, DX 18, IQ 14; maybe 60 points of talents; something like 45-50K XPs, of course this is a complete joke. By comparison, a character with these attributes and a quarter as many talents would cost about the same in the old system. Go above this level and the new system is cheaper, even with lots of extra talents. All in all, I think this system might work OK. It's hard to know before play testing. I'm maybe a little worried the variety of characters might decline. But it's giving me an encouraging feeling. |
06-12-2018, 10:39 AM | #25 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Experience Points
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If I start at 12/12/8, it will cost me 6,600 xp to reach my goal. If I start at 16/8/8, it will cost me 4,700 xp. |
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06-12-2018, 12:07 PM | #26 |
Join Date: Nov 2010
Location: Arizona
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Re: Experience Points
I'm wondering if a flat rate for all spells isn't making them too easy to acquire... (Of course, not seeing the totality of Steve's revisions, it's hard to say what the reality is, and making Spells easy to acquire might be a "feature" and not a "bug" in the system.)
But, if Spells are "too easy," maybe it should be something like a Flat Rate times the IQ Level of the Spell. So, for example, you could pick some standardized flat rate in XP (say, purely for example, "20," or "25," or "50") and multiply that times the IQ Level of the Spell. Just working with 20XP as our flat rate, that would make an IQ 8 Spell worth 160 XP to learn, while an IQ 20 Spell would cost 400 XP to learn. Which seems like a reasonable progression to me... That might help push back the cross-over point at which Wizards become the all-powerful characters and Warriors are comparatively "less" capable... |
06-12-2018, 12:17 PM | #27 | |
Join Date: Nov 2010
Location: Arizona
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Re: Experience Points
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Still, it's a good point, and should probably be playtested some. Redmond Simonsen, the father of modern wargame graphics, once said that a lesson he'd learned in the early days at SPI was to "playtest the crazy plans and ideas too" because they were often the ones that would reveal a big loophole in the rules that were written with the normal outcome in mind... (Which is not to say that Steve might not already have fully considered that, but simply that I don't know if he did or didn't!) |
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06-12-2018, 12:26 PM | #28 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Experience Points
I have seen systems that much more heavily encouraged starting the game dumping stats and then building them up after character creation, so in practice this xp system might not create too many issues, but it's certainly the type of thing that needs to be thought about.
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06-12-2018, 12:34 PM | #29 |
Join Date: Dec 2017
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Re: Experience Points
One good approach might be to not permit stat raises above some total number, or another such constraint, like you can't more than double the initial value of any one stat (so, you Hercules with ST 32 is possible, but only if he/she starts with ST 16), and then provide one or more additional uses of EXP, like buying talents and spells (obviously, relaxing the IQ based cap on the talent/spell economy).
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06-12-2018, 01:00 PM | #30 | |
Join Date: May 2010
Location: Alsea, OR
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Re: Experience Points
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I like the +10 limit. Given the explicit mechanical roles each attribute has... I can see allowing splits (and have done so) in the same way GURPS does... Each breaks down into 3, however, and a +1 to a sub is half-cost. ST: Prerequisite/lifting, Fatigue, Hits DX: Prerequisites, To-Hits, other rolls. IQ: Prerequisites, Slots, Rolls. Note, I've allowed prerequisite-only at half cost before. Making up the difference was half-cost, as well. |
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