|
|
|
|
|
#1 |
|
Join Date: Nov 2010
Location: Arizona
|
I'm actually pretty impressed by that!
However, one thing isn't entirely clear to me: Are the Attribute costs now based on the individual stat location? (That is, if I am at ST 12, DX 10, IQ 8, would I have to pay 600XP to raise ST one (to 13), 400XP to raise DX one (to 11), or 200XP to raise IQ one (to 9)? That's the way I'm reading the table, but it's not explicitly stated...) And this also begs the question of what creatures other than humans (e.g., Halflings, Goblins, Hobgoblins, etc) do, when their stats are all pretty low to begin with, but I'm guessing that's probably addressed somewhere else. I really like this, though, it looks like you have indeed combined methods 1 and 2 to make this problem go away. Thank you! (Both for the advanced insight, and for fixing the problem!) |
|
|
|
|
|
#2 | |
|
Join Date: Jun 2012
|
Quote:
|
|
|
|
|
|
|
#3 |
|
President and EIC
Join Date: Jul 2004
|
Yes; raising the low stat is cheapest. I want to tempt people to un-dump their dump stat!
|
|
|
|
|
|
#4 |
|
Join Date: May 2013
Location: Tyler, Texas
|
I think I like the proposed system. It may even make me go back to using 3d6 instead of the blasphemous d20...
Some questions/comments: 1. Are starting characters created per current TFT rules? I.e., 32 points divided between ST, DX and IQ; talent points equal to IQ (or spell points for Wizards). 2. Would it be better to divide the XP totals by 10, 25, 50 or 100? I generally find that players do better with smaller numbers... 3. Any particular reason you chose 40 points as the limit? Do you see this as depending on the type of campaign? Example - a normal low fantasy setting might have the limit at 40 (or even less), whilst a high powered epic fantasy campaign might have a limit of 42 or 45. 4. What about characters who start with more or less than 32 attribute points? Does a hobbit with 30 starting points top out at 38? What about a lizard man who starts with 38 (as I recall) points? EDIT - I re-read it and it says “8 extra attribute points”, which answers my question (at least with sub-32 point characters). Will the lizard man max out at 46 points, though? 5. Should the XP costs for raising attributes be modified for characters which have starting attributes that aren’t 8? A dwarf starts with ST 10 and DX 6. Should he pay the same EP as a human to raise his ST to 11 (which would be below average for a dwarf but above average for the human)? Or should be pay the same to raise his ST to 11 as a human pays to raise his ST to 9? 6. I like not tying mana to the particular piece of wood. That keeps wizards from getting hosed if they lose their staff. That was my primary issue with earlier versions of this idea. 7. Are you revising the resting time required for wizards to regain ST? If the rule is generally applicable, this implies something like 1 hour per point of ST recovered. Or 2-ish hours, depending on how many hours “half a day” represents. Last edited by tbeard1999; 06-11-2018 at 09:44 PM. |
|
|
|
|
|
#5 | |
|
Join Date: Apr 2014
Location: Coquitlam B.C.
|
Quote:
I quite like the new rules above, actually. I'm not sure that 'un-dumping the dump stat', is ideal tho. I like it when some characters have low ST and some have high ST. The rules give an experience bonus that encourages all humans to have 13, 13 and 14 divided up between their attributes. This also makes it easier for goblins to get their 8 extra attributes than humans. I would prefer that of the 8 attributes that you can buy simply cost 100, 200, 300, etc., regardless of if you are increasing the dump stat or your strong one. However, this is a minor quibble. *** The thing that most surprised me is that figures could naturally buy only 8 attributes. Wow! But I think that it is a good design decision. Since wishes are going to be VERY much in demand now, I think it would be wise to look at how wishes are made, and the economics of wishes. In particular, I suggest that wish granting demons have variable IQs. I wrote up an essay on the economics of wishes here... https://tft.brainiac.com/RicksTFT/GM...illsInTFT.html If you would like to use this in the new TFT, I would be willing to sell you the rights for a few cents a word, as if I had submitted it to SJG as a submission. Warm regards, Rick. |
|
|
|
|
|
|
#6 | |
|
Join Date: Feb 2005
Location: Berkeley, CA
|
Quote:
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. |
|
|
|
|
|
|
#7 | |
|
Join Date: Apr 2014
Location: Coquitlam B.C.
|
Quote:
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; 06-12-2018 at 12:13 AM. Reason: Added bit at bottom. |
|
|
|
|
|
|
#8 | ||
|
Join Date: May 2015
|
Quote:
Quote:
|
||
|
|
|
|
|
#9 |
|
Join Date: Jan 2018
Location: Sydney, Australia
|
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. |
|
|
|
|
|
#10 | |
|
Join Date: Jan 2018
Location: Sydney, Australia
|
Quote:
I think it's very odd to have one system for 0 to 32 attributes and another for 32 to 40 attribute points and then a third one for 40+ attributes. What is the purpose of this cut and change? Why not one system all the way through? The idea that only wishes can allow progress after 40 attributes ... I assume most GMs will handle this by making obtaining a wish the reward of the adventure, and then the players can argue about which of them gets it, so that each player gets a wish occasionally. Or the GM will house rule away the 40 point cap. But the PCs will still be getting experience points, so they'll still be buying talents ... and by the time they would have reached 44 or 48 attribute points, they'll be liberally festooned with talents because why not. And then talents cease to be a defining characteristic of characters. I think this leads to some very peculiar consequences. It's the one aspect where I don't understand why Steve wants to do this. A single system approach:
|
|
|
|
|
![]() |
|
|