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#71 | |
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Join Date: Jun 2019
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But IQ prerequisites still seem necessary. First because one's starting IQ is the de facto prerequisite for beginning with n number of talents and spells. Secondly because setting minimum IQs for talents provides the mechanism (design mechanism) for placing very advanced talents out of the reach of starting and inexperienced characters. Unfortunately I don't think TFT has done it's best at implementing that strategy, since there are expert level talents still set at IQ levels in fairly easy reach of starting characters.
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"I'm not arguing. I'm just explaining why I'm right." |
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#72 | |
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Join Date: Oct 2015
Location: New England
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#73 |
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Join Date: Sep 2018
Location: North Texas
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I've found that using TAP-based prerequisites (i.e. tiers) dodges some of these issues though a true 2e should take a hard look at many talents as well as their associated actions. There's a bit too much subjectivity in how to add/remove dice before talent benefits are added to the equation IMO.
We're straying into new tangents here, but it's all good stuff. P.S. In my experience, TFT's lack of the class-paradigm is one of the easier arguments to win against D&D-like systems. Once players see how simple and flexible (and player-driven) character creation is, they will rarely want to tie themselves down to a set of rigid class-directed abilities and skills again. Getting younger players to embrace the game's deadliness and general lack of super-heroics, however... that's where the challenge more typically lies based on my own player conversion attempts.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 01-01-2024 at 04:48 PM. |
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#74 | |
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Join Date: Jun 2019
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Oh I like that!
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"I'm not arguing. I'm just explaining why I'm right." Last edited by Steve Plambeck; 01-02-2024 at 12:57 AM. |
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#75 | ||
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Join Date: Jan 2018
Location: Sydney, Australia
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Also it's far from clear a TFT 2.0 would want to keep that idea. It might prefer to completely separate attributes from skills, the way GURPS and most modern games do. Quote:
The main difference is that high IQ is less likely to be useful for other things. I'm not sure it has, but I'm not sure it was trying. What Legacy TFT has done is make it impractical to acquire them after generation, thus forcing anyone who wants them to acquire them early. Kind of the opposite of what it sounds you want. |
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#76 | |
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Join Date: Jun 2019
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That's an accurate inference indeed. Character self-determination through experience and advancement is a lynchpin of TFT, setting it well apart from games such as D&D that lock you into a character class from the start. Making it impractical to get certain Talents unless taken at character generation opposes that freedom.
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"I'm not arguing. I'm just explaining why I'm right." |
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#77 | ||
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Join Date: Jan 2018
Location: Sydney, Australia
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I don't know why Wizard characters have a number of spells equal to their IQ, it might have just seemed a good idea at the time. Quote:
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#78 | |||
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Join Date: Jun 2019
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Melee didn't even have an IQ attribute at the time. Spell knowledge for the upcoming Wizard had to be limited by something, and SJ invented IQ to do it -- it was perfect at the time. Yeah, the Classic rules had decades of playtesting by a few thousand people, but the tweaks introduced in Legacy had only a couple years testing at best, and then only in-house while SJ and staff had to still work on the rest of the company's product line. It was a monumental task to revive TFT, and while a few new bugs got introduced they can't be faulted for anything. If it was perfect we wouldn't be having all this fun talking about house rules!
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"I'm not arguing. I'm just explaining why I'm right." |
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#79 | |
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Join Date: Sep 2018
Location: North Texas
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More importantly, creating separate memory tracks runs contrary to one of TFT's core strengths IMO... players must choose between different character abilities and it can't be a real choice if they don't come out of the same resource pool. To that end, I believe the aspect of IQ as a cap (beyond character creation) on acquired talents/spells needs to be restored to the game. That's more important to me than the attribute's use as a qualifier or prerequisite.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 01-04-2024 at 10:42 PM. |
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#80 | |
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Join Date: Jan 2018
Location: Sydney, Australia
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One way in which this could be done, which I'm fond of proposing is a separation of intelligence into academic intelligence and cunning, since many fictional and real characters have one and not the other. But another way would be to detach the number of spells and talents, having them be separately purchased. (And combining the two systems, as Legacy does, is inelegant.) Last edited by David Bofinger; 01-04-2024 at 11:32 PM. Reason: Paragraphing for clarity |
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