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#1 | |
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Join Date: Mar 2018
Location: New England
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Quote:
Unless the talent has a specific penalty for trying to use it unskilled, I would tell players to find some one to help them. That said, if the GM wants to let a player try, CJM's idea to add 1d6 per talent cost, above, is pretty cool! - Jack |
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#2 |
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President and EIC
Join Date: Jul 2004
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Here is a draft of a *simple* approach, which does leave some things to our GM:
Unskilled Rolls Some talent (e.g., Climbing) specify what may be attempted by a person who does not have the talent. For other talents, the GM may, at their sole discretion, allow attempts at a penalty of one or two dice. For instance, suppose a situation specifically requires an Thief roll to open a lot. But it’s an easy lock, big and old. The GM could say “I’ll let you try it without Thief skill, but at a penalty of 2 dice.” Thus, the non-Thief players would have to roll 5 dice to tickle that lock into opening. The commonest example of this is with regular weaponry. Most weapons are fairly easy to use, so if you pick up a weapon without training, you can still hit with it, at a penalty of 1 die. So you roll 4 dice every time you attack with that weapon. But the GM should ruthlessly prohibit unreasonable uses of this rule. No matter how high your basic stat might be, some things are just not possible without training. There is no “unskilled” ability to fire multiple arrows in a turn, or to be a Priest or Physicker or Vet. Likewise, skills like Throwing, Veteran, and Warrior, whose whole effect is a numerical bonus, cannot be invoked in an unskilled mode. |
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#3 |
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Join Date: Jun 2006
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The really short rule and "if he thinks it's reasonable" part is important by the way. The complex (and fixed value and skill to skill) default rules are IMO one of GURPS bigger flaws. If you're spending more than a few minutes and a couple sentences on an equivalent for TFT, you're probably overdoing it.
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-- MA Lloyd |
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#4 |
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Join Date: Dec 2017
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Could you do this? For every IQ point you need to spend on a talent is the number of extra dice you have to roll to try it untrained? For example; Acrobatics cost 3 would = 3 extra dice. Sword (2) = 2 extra, Crossbow (1) = 1...Don't know if anyone has suggested this yet...but it might work. I enjoy using extra dice, the guys I role play with seem to really like it as well. Hope you keep it :-)
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#5 | |
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Join Date: Nov 2010
Location: Arizona
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#6 |
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Join Date: Dec 2017
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Thanks, I hope he does to. I always like giving my players a chance even though it is highly unlikely that they will succeed.
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#7 |
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Join Date: May 2013
Location: Tyler, Texas
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My opinion:
Before proposing a default talent use rule, we should probably consider what kind of success rate we want default talents to have. Consider these attribute levels, and the -4 modifier:
So...do you want default talents to allow average or near average folks to succeed some (but not most) of the time? Or do you want average folks to succeed almost never, but high attribute folks to succeed far more often? Etc. And as this chart shows, the concern about high attribute levels being way too capable with default talents is well-founded. Default Talents I think that figures should be able to perform the following talents at some default level:
No-Default Talents I don't think that these kinds of talents should be allowed to be used at a default:
Comments
I can think of several ways to address the issue with high attributes, but and all represent different approaches than the standard TFT mechanics:
Note- I played around with this system long ago, after designing A Fistful of TOWs 2. The idea was to have no negative modifiers for harder than average tasks. In addition to the 3d roll, you'd roll a different colored "difficulty die". To succeed, the 3d6 roll had to be a success AND the difficulty die would have to be equal to or more than the difficulty level of the task. Normal tasks were level 1, so a difficulty die wasn't required for them. I calibrated the system by assuming a typical attribute rating of 12.
I abandoned it, because, while I liked the statistical properties, it really didn't solve any major problems I had (I did not generally allow default talents). That said, a difficulty level of 2 corresponds roughly to a -1 modifier (again, calibrated on a 12 attribute rating). A difficulty level of 3 corresponds roughly to a -2 modifier. So it could replace the modifier AND extra dice systems completely, with a minor loss of resolution. Last edited by tbeard1999; 06-22-2018 at 07:02 PM. |
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#8 | |
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Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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#9 |
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Join Date: May 2015
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I like both dice and modifiers and don't have a problem rolling extra dice, or remembering or doing the math with modifiers.
However I think it's important to take into account that modifiers are mechanically different from extra dice in ways that have significant effects. Modifiers allow more precision, and in TFT a difference of one or two points can make a huge difference. More dice have a different distribution curve and range, too. And 2-die rolls have a very limited range (unless you adopt an "exploding dice" mechanic which I doubt is what's wanted for basic TFT). And you need solid rules for crit success & failure with whatever number of dice you end up rolling (and that can start to be hard even for me to remember, though I don't mind referring to a table). |
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#10 |
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Join Date: Dec 2017
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Hey Chris, I believe you are right about the base talent. But that would make sense as someone wouldn't be able to do something at an expert level just using their base attribute, it's just to high a level to reach. I think some talents would be difficult to make it work...I was thinking after I posted it... while I was making my kids sandwiches the same thing:-) But as I think about It, I think it would work... if you are untalented at shield and the PC is in combat, picks it up off the ground to us it he/she needs to make a DX roll to do so. Something like that? As far as literacy goes it would probably have to be up to the GM to make the call if what is trying to be read was something the players would have any chance of understanding, like a similar langue or a modern langue that is common for the area.
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