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Arnold
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Joined: Mon 06 Nov 2017, 20:06

Missing Talents

Mon 02 Apr 2018, 13:43

I just made myself an overview over the general talents.

There are a lot of talents useful for fighting, and some (i think 7) for survival, and a few (4-5) for crafting.

All the other skills don´t get any or only a single talent for specalisation.
What about Geograph or Historican (+1 for Lore), in situations when you search for knowlegde.
Swimmer, Climber, Runner (+1 for Move),
Talents for Healing (Poison, Illlness, Wounds, Injuries)
Performance (Drums, Speech, Theater, ...) for impressing a crowd, 
Sleigh of Hands - okay, here is Lock Picker, but what about Juggling or Pick Pocket,
Sneaking and Hiding in different locations (Woodland, Streets, ...)
Animal Trainer for different Animals (Falkner, Dogkeeper, Horse Rider, ...).

And so on, ...

I think the focus of the talents on crafting, survival and fighting is trimming the setting.
I like parts of the game be in interaction, manipulation and investigation, and i am wishing that the talents are supporting the game in that way.

 
 
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9littlebees
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Re: Missing Talents

Mon 02 Apr 2018, 15:27

I agree, expanding on the General Talents to include a wider range of skills would be very welcome.  However, they probably would then need grouping in the book to better organise such a large number.
I make YZE games (https://drivethrurpg.com/browse.php?author=Matt%20Kay) and produce predominately Free League content on my YouTube channel (https://youtube.com/@3skulls)
 
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Blatifagus
Posts: 172
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Location: Marjura

Re: Missing Talents

Mon 02 Apr 2018, 16:15

I just made myself an overview over the general talents.

There are a lot of talents useful for fighting, and some (i think 7) for survival, and a few (4-5) for crafting.

All the other skills don´t get any or only a single talent for specalisation.
What about Geograph or Historican (+1 for Lore), in situations when you search for knowlegde.
Swimmer, Climber, Runner (+1 for Move),
Talents for Healing (Poison, Illlness, Wounds, Injuries)
Performance (Drums, Speech, Theater, ...) for impressing a crowd, 
Sleigh of Hands - okay, here is Lock Picker, but what about Juggling or Pick Pocket,
Sneaking and Hiding in different locations (Woodland, Streets, ...)
Animal Trainer for different Animals (Falkner, Dogkeeper, Horse Rider, ...).

And so on, ...

I think the focus of the talents on crafting, survival and fighting is trimming the setting.
I like parts of the game be in interaction, manipulation and investigation, and i am wishing that the talents are supporting the game in that way.

 
I can only agree!
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utterkungen
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Joined: Tue 17 Oct 2017, 17:13

Re: Missing Talents

Mon 02 Apr 2018, 17:46

This would only make sense, for me, if these talents added bonuses beyond just a +1 to roll. If the end result was talents that add a +1 to dice rolls for those skills (Lore, Stealth, Healing, etc.) the end result would just be a cheaper, in terms of XP spent, way to add dice to your rolls compared to investing in upping the base Skill level.
 
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9littlebees
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Re: Missing Talents

Tue 03 Apr 2018, 01:53

This would only make sense, for me, if these talents added bonuses beyond just a +1 to roll. If the end result was talents that add a +1 to dice rolls for those skills (Lore, Stealth, Healing, etc.) the end result would just be a cheaper, in terms of XP spent, way to add dice to your rolls compared to investing in upping the base Skill level.
You've definitely got a point, but the fact remains that the general talents do not cover a wide range of skills - however they might expand on them.
I make YZE games (https://drivethrurpg.com/browse.php?author=Matt%20Kay) and produce predominately Free League content on my YouTube channel (https://youtube.com/@3skulls)
 
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Arnold
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Joined: Mon 06 Nov 2017, 20:06

Re: Missing Talents

Tue 03 Apr 2018, 09:31

This would only make sense, for me, if these talents added bonuses beyond just a +1 to roll. If the end result was talents that add a +1 to dice rolls for those skills (Lore, Stealth, Healing, etc.) the end result would just be a cheaper, in terms of XP spent, way to add dice to your rolls compared to investing in upping the base Skill level.
Of course. But if you look at the talents which affect survival, it becomes clear how they work. There are: Master of the Hunt, Fisher, Herbalist, Pathfinder, Quartermaster, Sailor and Wanderer. Each of them gives a +1 Bonus in one aspect of survival. Master of the Hunt in Hunting, Fisher in fishing, Herbalist in Foraing, and so on.
So the idea is, a Talent gives you a limited bonus to a specialized part of a skill (not always, but often).
With that in mind, i made my suggestions. 
I will specify my example for lore. You can make lore roles when you want to find something out about history, geography, religion, architecture, folk, perhaps alchemy, and so on. So it is possible to develop 2 to 5 specialisations and give them a talent each, such as historican (which gives you a lore bonus when you research something from the past).
The skills are only to level 5. If you want to become still better, you have to maximize talents. But aside from that, it ist a cool roleplaying thing to say "I am a true Master of the hunt". As would be to say "I am an Historican".
 
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utterkungen
Posts: 16
Joined: Tue 17 Oct 2017, 17:13

Re: Missing Talents

Tue 03 Apr 2018, 17:31

I hadn't thought about this in regards to skills capped to level 5. I certainly agree from a flavor aspect these talents would be a boon.
 
LupNi
Posts: 45
Joined: Mon 02 Oct 2017, 13:08

Re: Missing Talents

Wed 04 Apr 2018, 09:34

That's a great point, and I definitely agree that talents (even combat and survival ones) would be better if they gave something more meaningful than a +1

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