Monstertomten
Posts: 4
Joined: Sat 18 May 2019, 19:08

Re: Increasing Talent Costs

Fri 01 Nov 2019, 18:24

We're simply splitting the xp-pool. Half has to go to talents and half to abilities. Also, since abilities are quite expensive, they are at -1 xp if you have a viable in-game reason why it should be raised (good teacher, important success etc).
 
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Ebrim
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Posts: 468
Joined: Tue 30 Jul 2019, 22:51

Re: Increasing Talent Costs

Mon 04 Nov 2019, 06:08

Only just have been reading through MYZ. There skill and talent improvements are the same 5xp. I wonder why that was changed. My guess is ranks but maybe it would have been better to keep them the same.
 
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Valyar
Posts: 338
Joined: Mon 18 Feb 2019, 22:41

Re: Increasing Talent Costs

Tue 05 Nov 2019, 10:18

In Coriolis the approach is the same - 5xp for everything - from talent to skill improvement. Talents have no ranks there.
 
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lupex
Posts: 861
Joined: Sun 08 Oct 2017, 13:16

Re: Increasing Talent Costs

Tue 05 Nov 2019, 10:56

I think the issue in MYZ was that it wasn’t worth spending 5 XP to buy a +1 specialised talent, when a skill increase cost a flat 5 XP
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Mr Oldtimer
Posts: 388
Joined: Sun 14 Apr 2019, 12:01

Re: Increasing Talent Costs

Sat 09 Nov 2019, 12:18

So, me and my group of players are about one third into the Ravens Purge. So far, none of the PC has died and they all have accumulated quite a lot of talents. I’ve begun to think about letting them raise an attribute, just to have somewhere to put their XP. My thought was to wait till an appropriate event, like if the players do something really extraordinary. Letting loose a new power factor on the land or such. There are one or two instances in the book that might be appropriate. I’d then allow for them to raise one attribute one point. No attribute will be allowed to be higher than the current maximum regarding kin and profession. Also the cost has to be high. I’m thinking about tying the cost to the corresponding raising of skills. Raising all four skills one point would have the cost multiplyer *(5XP*4 skills). So the multiplyer for raising an attribute would be 20 XP. As long as I tie this possibility to a major event and don’t allow for higher attributes than the rules as written, I don’t think this will ruin the game. Am I missing something? Thoughts?
 
SpandexAndy
Posts: 31
Joined: Wed 31 Jul 2019, 19:12

Re: Increasing Talent Costs

Sat 09 Nov 2019, 12:49

Yeah, I'd also be happy with allowing Attribute increases. Maybe once or twice in the whole lifetime of the PC. And expensive, like 20xp seems fine. That's about 5 sessions of saving up!
 
Mr Oldtimer
Posts: 388
Joined: Sun 14 Apr 2019, 12:01

Re: Increasing Talent Costs

Sat 09 Nov 2019, 15:08

Yeah, I'd also be happy with allowing Attribute increases. Maybe once or twice in the whole lifetime of the PC. And expensive, like 20xp seems fine. That's about 5 sessions of saving up!
The 20 XP would be the modifier. So, raising an attribute from 2 to 3 would be 3*20 = 60 XP. Going for a 6 in an attribute would be possible but would also take dedication...
 
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Ebrim
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Posts: 468
Joined: Tue 30 Jul 2019, 22:51

Re: Increasing Talent Costs

Sat 09 Nov 2019, 17:53

I rather like attributes not being able to be raised. When you're young you're at the peak of your physical powers, as you get older sure you can become more effective through training and skill but your raw potential will never be the same. It's a very valuable trade-off in character generation that gives the game flavor. Similar to age and luck in TFTL which is such a beautiful mechanic.
 
Ayathor
Posts: 21
Joined: Fri 21 Jun 2019, 20:39

Re: Increasing Talent Costs

Tue 12 Nov 2019, 08:20

Just gonna throw some ideas:

A way of capping the large amount of talents is to not allow to take any more talents unless you maximize your previous ones, profession apart. That is, if you have three general talents, you cannot take a fourth unless 1 (or 2, or 3) are at rank 3, then you get one more and so on. That way, you are putting weight into the fact that one needs a lot of dedication to be proficient on something, before moving on. 

Another way can be by having a fixed amount of points, and then spend xp on a skill. So say that number is 6, you need two rank 3, three rank 2, six rank 1, or any combination (3, 2, 1/2, 2, 1, 1/3, 1, 1, 1).  

The number of max talents is the value of your highest skill. If you have performance 3, you can only get 3 general talents. If 4, only 4. 

The number of max talents is the sum of all your profession rank talents. If you have path of the sword 3 and path of the shield 1, you can have 4 general talents. 
 
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Ebrim
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Posts: 468
Joined: Tue 30 Jul 2019, 22:51

Re: Increasing Talent Costs

Tue 12 Nov 2019, 15:13

I really like these ideas Ayathor.

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