Post by Deleted on Oct 27, 2012 16:04:43 GMT -5
The Alchemist skill is really cool. It allows players to 'craft' items (assist potions) useful during an adventure by expending XP. It works because the effects are temporary. This means players can do cool, powerful things without upsetting the balance of the game mechanics/world. The fact that it costs XP also helps preserve the balance because it 'tricks' us (players) into spending XP on something temporary instead of saving XP for something permanent like stat or skill advancement. Thirdly, this allows us to play characters for a longer period of time or greater number adventures before the characters become so powerful that they just can't lose.
I would like to see some additional skills that work in a fashion similar to the Alchemist skill or other similar uses of XP. I talked about a Runesmith skill in another thread. If that were officially incorporated into the rules, I think it should definitely be available to Mages for 10XP since Sorceror's Tongue would be a pre-requisite. However, then it would seem unfair that Mages would pretty much have monopoly on these 2 skills (Runesmith and Alchemist). So, if Runesmith goes in at 10XP to any character, Alchemist should be go back to the standard 10/20 XP rule for other characters and Mages.
I've thought of one other 'crafting' skill that would not normally be associated with Mages (Set Snare/Trap) but that may be too complicated to work into programmed adventures. I've also thought of modifying some current skills so that one spends XP with their use for automatic success instead of making check for success. Those skills are Bard, Crafts, Herbalist, Medic, and Merchant. Most of these skills are IQ based so it would still seem like Mages catch all the breaks. Also note that these skills produce a temporary or consumable product. Bard creates karma points. Crafts create money (through wages earned). Herbalist creates 'stored healing'. Medic creates immediate healing. Merchant creates money (through savings or profit).
I think the simplest and fairest way to give all characters an alternative way to spend XP that contributes to their success is to just allow XP to be spent to modify skill checks/rolls. For example, let's say i have a Swordsman with DX 12(10) wearing leather armor and the Sword skill (+1). He's in combat and needs to roll below or eaual to 11 to hit his target with his sword. He rolls a 13. He spends 2 XP to make the attack a success. Let's say a Tracker needs to roll below or equal to 10 in order to find a trail. He rolls a 13. He spends 3 XP to make the check a success.
Other thoughts? ideas? evil schemes?
EDIT: i meant to work it into the post somewhere but forgot about it... also let XP be spent to increase damage (if weapon skill) or effects (Medic+1 wants to heal 2 points; he spends an extra XP for that additional point of healing)
I would like to see some additional skills that work in a fashion similar to the Alchemist skill or other similar uses of XP. I talked about a Runesmith skill in another thread. If that were officially incorporated into the rules, I think it should definitely be available to Mages for 10XP since Sorceror's Tongue would be a pre-requisite. However, then it would seem unfair that Mages would pretty much have monopoly on these 2 skills (Runesmith and Alchemist). So, if Runesmith goes in at 10XP to any character, Alchemist should be go back to the standard 10/20 XP rule for other characters and Mages.
I've thought of one other 'crafting' skill that would not normally be associated with Mages (Set Snare/Trap) but that may be too complicated to work into programmed adventures. I've also thought of modifying some current skills so that one spends XP with their use for automatic success instead of making check for success. Those skills are Bard, Crafts, Herbalist, Medic, and Merchant. Most of these skills are IQ based so it would still seem like Mages catch all the breaks. Also note that these skills produce a temporary or consumable product. Bard creates karma points. Crafts create money (through wages earned). Herbalist creates 'stored healing'. Medic creates immediate healing. Merchant creates money (through savings or profit).
I think the simplest and fairest way to give all characters an alternative way to spend XP that contributes to their success is to just allow XP to be spent to modify skill checks/rolls. For example, let's say i have a Swordsman with DX 12(10) wearing leather armor and the Sword skill (+1). He's in combat and needs to roll below or eaual to 11 to hit his target with his sword. He rolls a 13. He spends 2 XP to make the attack a success. Let's say a Tracker needs to roll below or equal to 10 in order to find a trail. He rolls a 13. He spends 3 XP to make the check a success.
Other thoughts? ideas? evil schemes?
EDIT: i meant to work it into the post somewhere but forgot about it... also let XP be spent to increase damage (if weapon skill) or effects (Medic+1 wants to heal 2 points; he spends an extra XP for that additional point of healing)