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Griautis

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Everything posted by Griautis

  1. Progress update: Have all the stat modifying talents, except for Leg and Torso Modification. Still considering how to do them best. Would it be fine if they required stating the current option in parenthesis to work? For example Leg Modification (Chargers) would improve charge, while Leg Modification (Light Alloy) would improve walk? Similarly, haven't put in talents which come in based of pursuits and starting pursuits. Thinking if it was fine to force the Pursuits space to be written in order (that is, first taken Pursuit should always be the first one written in the cell), similarly, would it be fine to have a requirement of pursuits being written with their levels in parenthesis? so it could look something like "Bokor(3), Wastrel (10)"? Once I figure out these, I'll proceed to put it an option to choose your tarrot (so the Destiny steps are named correctly), And I'm also considering to have the talent list fill in the rules based on name alone (that way, you just write in your talent names and the rules jump in by themselves. )
  2. Here it goes : https://docs.google.com/spreadsheets/d/1w940rgHj_Pj0UDlCQulTxPYzEbYSn94lKDq-EVds_v0/edit#gid=0 If you have comments about it, please post here, or use the comment feature on the spreadsheet itself. To use it, hit file -> Make a copy. You need to use this to also copy the script which makes TALENT work Currently, all the aspect changing talents are supported. As well, as the talents which change used Aspect for skills.Feel free to check READ ME sheet for full list of supported talents If anything can be improved - please tell me
  3. I'm currently making a google doc spreadsheet sheet. Am I allowed to share it here? The question rises, because it automatically calculates AVs, Derived stats, etc based on your talents. As such, Wyrd might not allow sharing of such thing (as it indirectly publishes some of their content)
  4. As the title says, does Wall of Muscle affect melee unarmed attacks?
  5. While a system like that would allow to "catch up" it would also allow others to "gain a higher gap". And while your suggestions are good (and I'm certainly thinking how to alter the XP gain scheme) that's not really a fix in this situation. A problem here comes from the fact that in char creation, you just get static skills, while in game you have increasing costs. A similar issue was in Chronicles of Darkness (nWoD), and they fixed it in their second edition by making all the xp costs flat (it costs X to increase a skill, no matter how many points there are). however, I also don't think that would be a good solution here, because of how AVs work, it feels like it should be harder to reach the upper ends of skill. Your experience with stat increases is interesting. Do your players tend to try and improve in their core areas all the time? That would explain why someone on lower end is still gaining new dots faster (since the higher end people, are saving up to go even further). Why didn't those with good core skills branch out? Since to me it feels that once you get to 3 dots in a skill, you're not awarded that much by going up to 4 (and going to 5 for a second trigger is a whooping 10 XP in total). Am I underestimating the advantage of 4-5 dot skills here?
  6. Hello, I just started playing TTB and I looked slightly into the character creation theory and what kind of XP values you get out of character creation. It basically comes down to: flipping skills with more threes is better XP wise than not. Especially because you get a free trigger which is paid for afterwards. While one might argue that having a diverse skill set (as does the book itself) is better, the same argument can be made for having triggers being more exciting (since Triggers -> me doing new exciting stuff, compared to having a few points in different skills, which just leads me to an AV of a point or two higher on things I could have done already). Anyways, here's some numbers, first of all, here's a table of a single skill flip, how much XP that gives you and what's the chance of that flip. As we can see, a single flip is meant to give you an average of around 13-14 xp, with a few weaker characters, and better characters trailing away. Seems like a very intentional XP Curve for the skills. Generally, a character flips two cards for skills, however. Here's a table with both flips taken into account: This one doesn't seem as intentional anymore, as we have a high chance to land at 26-27 xp, and then ~31, with the values dropped around more randomly. However, taking into account that generally, a character gains 1 XP/session, it means that someone going on the lower end of things (25/26 xp) compared to someone lucking out and getting (35/36) is at a gap of 10 gaming sessions to catch up. While the chance for two players for this to happen fairly low, the chance of having a situation like this in a group of 5 or so players increases quite substantially. Sure, ignoring the xp gap can be rather easy (because it's just an increase of a couple of skills, and being more focused), however the characters on the upper scale also have quite a few more Triggers on their skills, making their characters generally, more exciting to play, because they can do things others cannot. And if it happens to you, you're gonna be playing 4 sessions, just to get that one skill to 3 and get it a trigger, while someone who already has those triggers in, can easily catch up on having a diverse pack of skills. As an illustrative example: John get's a single skill at 3 and a trigger. Greg get's three skills at 1. For Gregg to catch up to John, he needs 6 XP (2 to get a skil lto second level, 3 to get to third, and one more XP to get a trigger). Meanwhile John only needs two XP to catch up to Greg (get two more skills at one). This means that by the time Gregg catches up to John on his skill of 3, John will have gained 4 XP over Greg, which he can spend to further diversify his skill portfolio. Anyways, has anyone thought about this? Do you think this is an issue? Should the characters or XP rules be somehow changed?
  7. I'm just starting to plan my campaigns, and I'd be very interested in knowing which locations/characters get involved in which of the premade adventures. That way, if I build an overarching campaign, I can easily find resources on locations I'm visiting. The pinned threads don't seem to have anything like this (just the information of what adventures exist, which will come in handy) I'm also considering to compile this info myself, however as I'm very new - some help/resources would be appreciated. Anyways, first thing first: Is there something like this already available? If not, my next post will probably start something up
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