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[Homebrew] Process for creating new Career Talents?

Posted: Fri 08 Mar 2019, 10:14
by 9littlebees
How do you all go about creating new (and well-balanced) talents, specifically new Career Talents (non-combat focused)? I'm working on my hack and getting a little stuck on these. The ones I'm coming up with feel either too weak or too powerful...

(cross posted with Facebook)

Re: [Homebrew] Process for creating new Career Talents?

Posted: Fri 08 Mar 2019, 12:43
by xedric
Maybe you could post some of your talents to start off the discussion? Im not sure I understand exactly what it is you want help with. (cross posted on FB)

Re: [Homebrew] Process for creating new Career Talents?

Posted: Sat 09 Mar 2019, 07:41
by 9littlebees
Here's an example from the new Artisan profession I'm working on.

Image

Re: [Homebrew] Process for creating new Career Talents?

Posted: Sun 10 Mar 2019, 15:20
by Arnold
I like the idea for the artisian class. A second strengh class is needed imo.

For the development of the class talents i would make a different way.
I see a single talent path more like an archetyp in other roleplaying games. For the hunter, you can develop him to an archer, a beastmaster or an pathfinder. Also very clear is this in the cases of the druid and the spellbinder, which simply have access to their special spell schools.

For the artisian, this would meen for exampel a path of the weaponsmith, a path of the amorer and a path of the bowyer (builtmaster and tanner and a lot of other are possible here).

The path of the weaponsmith could be:
1) Harden. After a successful crafting roll, for every WP you spent in making a weapon harder, it can ignore one point of damage to the weapon it would normally get through pushing rolls.  
2) Sharpen. You can sharpen weapons to let them make +1 damage fpr one fight. For every WP you can sharpen one weapon.
3)Stabilize. For every WP you spent, you can give one weapon an attack bonus of +1 for one fight.

The armorer path could function similar, with allowing to repair more effizient, to harden to prevent armor decrease and to give armor bonus.
The bowyer could modify range, prevent pushing decrease and buff  damage.

The class talents are an addition to the normal talents and would interact with them.

Re: [Homebrew] Process for creating new Career Talents?

Posted: Sun 10 Mar 2019, 15:43
by 9littlebees
That's an interesting idea, Arnold, but for my hack I don't want such a strong focus on combat for the non-combat classes. These are some great ideas, though, and gives me something to think about.

If you're interested, here all 8 of my "Careers" (Professions) from Nordsaga, and my current thinking with their Talents. You'll notice that only the Fighter has three combat talents, and I don't want to change this. New talents are all in green - it's quite a lot!
  • Artisan
    • Path of Demolition (will probably change this)
    • Path of Durability (repairs & boosting Gear Bonus)
    • Path of Necessity (jury-rigging items)
  • Burglar (reskinned Rogue to be more like a cat burglar & less like an assassin)
    • Path of Acrobatics (movement & flexibility)
    • Path of Finesse (lockpicking & sleight of hand)
    • Path of Shadows (moving quietly & unseen)
  • Fighter
    • Path of the Blade (as in FBL)
    • Path of the Fist (inspired by this forum post)
    • Path of the Shield (as in FBL)
  • Hunter
    • Path of the Arrow (as in FBL)
    • Path of the Beast (as in FBL)
    • Path of the Forest (as in FBL)
  • Pedlar (fixed the spelling ;) )
    • Path of Gold (as in FBL)
    • Path of Lies (as in FBL)
    • Path of Many Things (as in FBL)
  • Scion
    • Path of the Knight (as in FBL)
    • Path of the Leader (inspired by this forum post)
    • Path of the Savant (education & lore)
  • Skald
    • Path of the Saga (reskinned Path of the Hymn)
    • Path of the Song (as in FBL)
    • Path of the Warcry (as in FBL)
  • Vitki (Norse sorcerer)*
    • Path of Freyja
    • Path of Heimdallr
    • Path of Týr
*Each of the Vitki's Paths contain 8 runes from the Elder Futhark, and all 8 can be cast once the Talent is chosen. Ranks in each Path determines how many WP can be used in each rune, as mastery of a Path equates to the ability to cast more powerful runes.

Re: [Homebrew] Process for creating new Career Talents?

Posted: Sun 10 Mar 2019, 19:07
by Arnold
Wow, cool stuff.
I like expizit the new rogue. The FBL rogue is to much assassin for me either.

Re: [Homebrew] Process for creating new Career Talents?

Posted: Sun 10 Mar 2019, 19:34
by 9littlebees
Thanks! I also wanted to remove talents tied to Advanced Combat, which I've more or less achieved now.

Re: [Homebrew] Process for creating new Career Talents?

Posted: Sun 10 Mar 2019, 20:00
by Arnold
I can second this, too.

I am looking for a new third fighter talent, too. But the fists talents remind me too much a monk from pathfinder/d&d, which doesn´t fit so well in the FBL setting.
I think i will develop somethink more in the direction of going berserk or commanding others.

Re: [Homebrew] Process for creating new Career Talents?

Posted: Sun 10 Mar 2019, 20:51
by 9littlebees
Someone has already developed a Leadership talent for that purpose. An Unarmed talent makes sense in my setting (the Vikings were proficient in an unarmed martial art called Glima), but I get your point.

Re: [Homebrew] Process for creating new Career Talents?

Posted: Tue 12 Mar 2019, 09:46
by xedric
But the fists talents remind me too much a monk from pathfinder/d&d, which doesn´t fit so well in the FBL setting.
Why not? Unarmored combat has been part of every culture in the world so why not Ravenland?