07-30-2018, 10:18 AM | #1 |
Join Date: Jul 2018
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Talents instead of different attributes
The obvious example of this would be fST, ST and Health.
A talent or two that let you specialize in one of the three sub uses of the basic attribute. One could have a talent for Monkey Grip to wield "oversized" weapons compared to your ST, or Endurance to be able to cast more or a Toughness talents that could rival Warrior and Veteran that lets you take more damage but HP instead of Armor. Speed for DX, where you hit earlier in the turn, but not more accurately. Or ToHit with certain weapons, or just better DX for a talent group (or all talents except weapons). For IQ it could be something like Educated that lets you grab higher IQ talent paying for this talent first and not having to increase IQ and get better at all things that you roll vs IQ. Maybe even some sort of a meta IQ talent that gives you more talents or cheaper talents. Or the reverse, you get a bonus on IQ rolls, but not a higher IQ that gives you access to higher spells or talents. I like the trade-off between the three main attributes, but sometimes it could be fun with a low ST tank, or a guy that is fast but rarely hits, or an expert that excels in a few low IQ talents, but don't have the head for higher IQ talents. Ex. Toughness (2 points), Your effective ST when taking damage is 3 higher. This would also put some uncertainty into your enemies. If they swing a Broadsword, they might not have 12 ST. They might have the talent above so they can take 15, or they might be able to wield the Broadsword with a Monkey Grip talent and can only take 10 damage. |
07-31-2018, 02:18 AM | #2 |
Join Date: May 2010
Location: Alsea, OR
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Re: Talents instead of different attributes
No offense, but it sounds like a hassle. And a source for disagreements.
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07-31-2018, 03:53 AM | #3 | |
Join Date: May 2018
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Re: Talents instead of different attributes
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So we already have adjusted DX -- it sounds to me like there would just be two numbers after DX instead of one. One for turn order, one for accuracy. If they're noted on your sheet, I don't think it'll be a source of disagreement. Also, it doesn't sound like a hassle to me. I like the simplicity of 3 attributes but it does make sense to give them situational improvements. Rick Smith wrote about this idea and called it "superscripts". You'll see him using notations like fST and mIQ in his posts to refer to these things (fatigue-ST and memory-IQ). I've also advocated something similar with my two "arcane stamina" talents, by the way, which "increase ST only for spell casting." In my experience as a GM, players don't usually have trouble keeping track of their bonuses and they usually have them written down on their sheets. |
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07-31-2018, 08:16 AM | #4 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Talents instead of different attributes
The nearest thing TFT has to this is probably Alertness. It reduces the dice rolled when using the perception aspect of IQ, so it effectively increases the perception aspect, what would be called pIQ if we let Rick Smith loose on the attributes. :-) It might well be worthwhile to add talents that augmented other aspects of attributes. For instance:
Last edited by David Bofinger; 08-01-2018 at 01:03 AM. |
07-31-2018, 08:28 AM | #5 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Talents instead of different attributes
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I really like this idea, but the speed talent is too good. It certainly does not need extra bonuses. People use their weapons all the time, so a talent that gives a DX bonus for weapon use should be expensive and given a very wary look over. Other than that, I think this is bang on. Warm regards, Rick. |
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08-01-2018, 01:06 AM | #6 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Talents instead of different attributes
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08-01-2018, 03:41 PM | #7 | |
Join Date: Jul 2018
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Re: Talents instead of different attributes
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Do you have disagreements about those when you play? Are those a hassle? They were added for this precise reason, so we could have some one that is not equally good at all things DX-related or all things IQ related. The essence of this is to expand that list of already existing talents to include suggestions for other attributes. If someone wants separate Health as a 4th attribute, we can just say, suggest a talent that gives you 5 extra ST to be used when being exposed, or exhausted or saves against some ST related things. And we should put those talents into the rule book instead of writing a complete write up of a new attribute (which would never happen, but a new talent might). |
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08-01-2018, 03:52 PM | #8 | |
Join Date: Jul 2018
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Re: Talents instead of different attributes
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You don't split DX and call it DX and mwDX, a completely separate attribute or superscript just because it adds +3 to your adjDX under some circumstances. Just like you don't call it aDX for your armored adjDX to make it separate from your saDX when you also have your shield in your hand. Those are just considered common bonuses and some times you jot them down on your character sheet. This would be the same thing. And it is a very common thing to split up ST into fST, since it kind of exist already with fatigue and wounds. And your suggestion for an arcane stamina talent would be just that. A bonus to ST that can be used sometimes. No actual need to create a new attribute or superscript for it. |
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08-01-2018, 04:00 PM | #9 | |
Join Date: Jul 2018
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Re: Talents instead of different attributes
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08-01-2018, 04:24 PM | #10 | |
Join Date: Jul 2018
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Re: Talents instead of different attributes
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My reasoning is this. In a normal fight you kill yourself or an opponent with the same stats on average. Depending on weapon and basic DX that could be on average 4 or 5 attacks. Since all you get from attacking first is usually one extra attack, not one extra attack per turn. So one extra attack, half of the time, because half of the time you would have had higher DX anyways. So half an attack extra over 5 turns. That is an increase of about 10% on your average damage in the whole combat. But sure, the fight could be shorter, and hitting first can give secondary benefits like knockdowns and such, so setting the speed to always hit first might be worth maybe 15 to 20%. |
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