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#91 | |
Join Date: Jun 2019
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Now the PC about to cash in XP for a new attribute point has even more of a dilemma. It has to pick between increasing Mana (which counts double because the Staff capacity goes up too, but doesn't help at all with "hit points"), or ST (which does increase "hit points" besides a few other advantages), or one of the other attributes.
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"I'm not arguing. I'm just explaining why I'm right." |
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#92 | ||
Join Date: Jun 2019
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"I'm not arguing. I'm just explaining why I'm right." Last edited by Steve Plambeck; 04-04-2022 at 11:47 PM. |
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#93 |
Join Date: Jan 2018
Location: Sydney, Australia
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This gives more talents to characters, but it doesn't give the player control of how many talents they will have, except through changing IQ. They can't for instance, sacrifice IQ for extra talent points.
This is an important difference. You could make a case that being able to sacrifice for talent points is a good thing, because it should be possible to make characters who are experienced but not brilliant, or vice versa. You could perhaps make a case that being able to sacrifice for talent points is a bad thing, because you'll end up with characters who know everything and leave no niche for their companions, and overly-focused characters who say, know nothing except how to kill. Personally I think it's more a good thing than a bad thing, but either way it's something we have to decide before choosing a system. |
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#94 |
Join Date: Jan 2018
Location: Sydney, Australia
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Everyone else has an experience progression system here so I may as well append the one I used in my last game:
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#95 | |
Join Date: Oct 2015
Location: New England
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But, if 10 seems like too much to you, go ahead and lower the cost to whatever you wish. |
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#96 | |
Join Date: Jun 2008
Location: Boston area
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#97 | |
Join Date: Jun 2008
Location: Boston area
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My houserule (250XP for first two talent points) does encourage more talents, but I regard this as one of the things I don't like about it. It's good that, when picking a party, some useful talents will almost always be missing. That makes the choice of talents meaningful and important. (My players have several characters in play, so they have the flexibility to pick appropriately talented characters for each adventure. This mitigates the talent desert considerably.) |
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#98 |
Join Date: Oct 2015
Location: New England
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They are pretty rare, anyway, since there are some talents essential for heavies which require IQ greater than 8.
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#99 | ||
Join Date: Dec 2021
Location: Indiana
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This particular line of thought has inspired me to see how a fighter stuck at IQ 8 can develop. My guess is that they would always be on the short list for being a good tank but not much else. Making it to the final selection will be tough for them. |
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#100 | |
Join Date: Sep 2018
Location: North Texas
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I like giving players access to more talents, but I also don't want a character to reach a point in their progression where the choice between adding talents or increasing attributes becomes a forgone conclusion (as it does in RAW once they hit high 30s). I believe having both on the table (plus maybe a third choice) throughout the character's lifecycle makes for better long-term gameplay.
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