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Re: (TFT) How good is 32 points?



I have proposed using experience points to buy or improve talents, but
so far my players did not take it up.

To acquire a new talent would cost [10 x Talent IQ x Talent Points] in
earned experience.
e.g. Axe / Mace; IQ 7; 2pts;   would cost 140 EP.

This is not cost effective for beginning characters who are much better
off putting the points into improving attributes.
However once a character has improved a bit, the cost for attributes
goes up and becomes less effective.
Then it's worth while buying new talents or spells using that Exp.

Also, I let characters improve a talent or spell they already know.
This is most effective for weapon talents.
e.g. a single level of improvement; Axe / Mace +1 gives the PC +1 to hit
and damage (and parry/block too).

A character can also use a new talent whilst they are learning it at-2
adjDX if they have declared that they are learning that talent and have
put Exp into it.
When they have enough Exp to pay for the talent, they get normal use of
it.

Regards,

Chris

-- 
  Chris Nicole
  chris_nicole@operamail.com


On Tue, May 22, 2012, at 01:21 PM, Joel BoardgameRpger wrote:
> i think the physicker  per wound thing is pretty universal.
> Maybe my next game will have more skill based characters.
> 
> I read on a TFT website, that I found in the waybackmachine.org,
> something
> about using experience points to buy talents.
> 
> Does any one do that, currently?
> 
> 
> On Tue, May 22, 2012 at 11:50 AM, <raito@raito.com> wrote:
> 
> > > Thats one of the things I appreciate about TFT. I have been trying really
> > > hard to get the character to look at the talent list, so they can become
> > > useful out of combat.
> > >
> > > Its  a hard push.
> >
> > It doesn't have to be. It depends on the campaigns. As has been said, if
> > it's all combat, that what the characters load up on.
> >
> > In the campaigns I ran and played in, combat was a knuckle-biting affair,
> > and you just didn't do it unless you had an edge, or no other choice.
> >
> > They were also heavy on temporal power, as opposed to character sheet
> > power. Sure, the characters went adventuring, but carefully, and only when
> > it looked liek it was profitable.
> >
> > It's a huge difference between TFT and DND, and it's mostly because of the
> > lack of healing and healing magic. It's easy to fight when no one really
> > dies.
> >
> > In my campaign, I do let Physickers treat per wound. It seems reasonable,
> > and goes along with things like the rules for armour/shield damage (which
> > I also use). Get a bunch of 1ST cuts, and they can be healed pretty
> > easily. Take that 6ST as 1 wound, and you'll be off your feet for a while,
> > Physicker or no.
> >
> > There's some research out there that in the age of duelling with swords,
> > 75% of the participants died. Combat is deadly.
> >
> > Neil Gilmore
> > raito@raito.com
> > =====
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