Showing posts with label Talents. Show all posts
Showing posts with label Talents. Show all posts

Saturday, April 21, 2012

Talents - character traits in T&T

It seems I write more on T&T than I've done in a while. Today's post can be fitted to D&D as well if you like, though. You will have to expand your game with rolls against the stats Dave Arneson's style, though. I will probably write more upon that at a later stage.

One new addition to the game with the 7th ed. is Talents. 5th ed. diehards do without, but those of us who have embraced 7th ed. feel it's an innovation that have some merits. I'm going to talk about how I think the idea can be used and even improved upon.

Talents are defining skills, the abilities that make you the special individual you are. They can be narrow like "Playing Cards", or more broad like "Gambling". Those are two examples from the rules. According to the rules all new characters get a Talent. Then, as they go up in level, they may add another. Simple enough.

There are some problems with this, of course. While this all makes sense, the fact that some character types gets Talents as part of their class abilities is written in a way which makes it unclear if it is in addition to the Talent eveyone gets or not. In the specific case of the Rogue, the example character of Zam the Bony (p.32-33) is awarded a Talent of Thievery while there's no mention of a Roguery Talent.

Just like in OD&D, the Thief breaks the mould and creates problems. I suggest the following way to handle Talents, and the special case of the Rogue.

Every character gets one Talent when created, regardless if high stats rolled makes you start the game on a higher level than one. The Talent is written as Stat + Bonus, and the initial bonus is rolled on 1d6.


Every time a character gains a level through AP expended on raising a stat, another Talent may be added to the character. The bonus for that Talent is rolled on 1d6.

and

Rogues may at character creation, since they rely so much upon their smarts and good fortune, add their level to the bonus to their first level Talent. This is a set bonus, and does not increase at the Rogue gain levels.

This is a clear set of rules which unifies the mechanic, and gives the Rogue that extra flexibility with going totally over board with a Talent with a potential +6 usable for multiple SRs!

I hope you like that, or voice your disagreement. This probably they way I'll play the game from now on.

Saturday, March 24, 2012

Judges Guild take on social mechanics

I wrote about social mechanics a while back, and the notion of influencing the player characters wasn't all that popular among some of my readers. I still think the same rules should apply to all characters in the game, in some fashion, but I can see the logic of the detractors.

Going back in the history of the hobby, I found some "social combat" rules from Judges Guild. These rules are called "Offensive Locution (Attacking with words)" and they include repartees and witticisms. The former will basically interrupt combat and stun the opponent with your verbal skill. The latter is a way to make people laugh and make the destabilized. Naturally, this being old JG rules, it involves oddball mechanics and dice Gygax style.

As if that wasn't enough, there's even a "prestige class" for fighters called Buffoon. Funnily enough, the stat requirements demand a high CHR and low STR and WIS! He always succeeds at repartees, and is described as a face man for scams and theft. Kind of neat.

I find it interesting that way back in 1978 in the Ready Ref Sheets, someone thought of the idea of rules for influencing people. While it's not a general Social Interaction mechanic by any means, it is an intriguing addition to a game.

For the T&T minded in the audience, I suggest the following rules to use something similar in T&T.

Buffoon - a talent always tied to CHR. Whenever you want, you may taunt and jeer and by wit and by the sharpness of your tongue incite rage or cause debilitating laughter. Roll a opposed Saving Roll on CHR, adding your Talent rating. The difference is the amount of turns the opponent is effectively useless for offensive actions.

Saturday, June 5, 2010

Another use of a skill system

Among some people, the idea of a skill system is a controversial one. If you are a hard core OD&D player I guess that attitude makes sense. I grew up on MERP and BRP derivatives, so for me the existence of skills are natural. I see how the idea of skills can be limiting for the players, giving the intention you have to have a skill to try something out. Maybe they can be used in another way.

The thing is, if you always rely on the game mechanics to role play, you can use skills in another way. Having skills be fairly broad, they can be an indication of how to act or behave. Say that you have the skill "Play the Lute". Can you play the flute? On the other hand, if you have a skill like "Perform" or maybe even "Bard", you can take that as an indication you posses a cluster of knowledge you can use to build a personality around. Maybe skills, broadly sketched, are best used as a basis for roleplaying, not for rollplaying. I hope you catch my drift here?

In Tunnels & Trolls 7th ed. there are Talents. They are like skills, but you only have one as a starting character and I've seen them more like a kind of mechanical support for roleplaying, not mainly as a way to gain a bonus for when you roll dice. Maybe that attitude could be used in other old school games?

Friday, October 9, 2009

Reading T&T 7.5 - Talents p.31-35

Welcome back to Tunnels & Trolls Friday! Today I will focus on a new feature of 7th ed, namely Talents. Skill systems have been grafted onto Tunnels & Trolls since way back. Michael Stackpole wrote one that's included in the 5.5 printing, I've been told (my 5th ed is from 1979), and many lesser know designers have done so for their home campaigns. Talents is a idea in that vein, but by Ken St. Andre.

Back when I was a strong critic of all class based game systems, I used to think that since every character of a specific class at a specific level were basically all the same, and that it was boring. The system of Feats which were introduced in D&D 3rd ed. was to me a boon. Now you could finally differentiate your hero from everyone else! It turned out to be much more complicated than that, unfortunately. The Talents of T&T, though, have a similar function to make your imaginary persona a bit special. Lucky for us, the mechanics are way simpler. Even elegant.

Our designer mentions on page 31 how you can use Saving Rolls to make anything happen in a T&T session. Not until page 99 will we get a description how to make those rolls (SR for short) but here in this section Ken manages to descrive their general utility better than the section where they are the subject of discussion! So, since you can roll a SR for anything, why do you need Talents? Well, it isn't really argued in the rule text why. Well, there is that suggestion to the player to imagine what skill there are that defines who or what your character are, and to use that as a Talent. I'd say that their main utility is to make you special. It's chrome, really. Anything you can do with a SR can be a Talent. I like the idea.

When we get to the meat of the rules, we encounter some oddities. In the example we have a Rogue who takes Thievery as his Talent. Looking to see what it says in the description for the Rogue Type, we see that a newly created Rogue has to take Roguery as the first Talent! The example is thus breaking the rules. It makes you wonder if that rule was written later, and the example not modified. While we are talking about rules, I am wondering if the concept can't be taken further. Since your rating in a Talen will be determined randomly at creation and never changed, you might end up with a 1 or a 6. With a higher and higher attributes as you gain levels it will be less and less of an issue, but it feels like an itch I'd like to scratch.

In Mercenaries, Spies & Private Eyes by Michael Stackpole (still for sale from Flying Buffalo, and there's a solo written by Dave Arneson available! What are you waiting for? Go grab it, and tell Rick I sent you.),  you can level up your skills. It would probably be possible to do the same for Talents. How about this? One way would be to put a tick mark beside the Talent when used, and when you have used it as many times as you have ranks in it, pay 100 AP and raise it by one. Possibly 100 x Rank. Well. Let me know if you try it out.

Another cool House Rule would be to not base Talents on a specific ability, but letting the situation dictate. Thanks Dalton for that one!

What I really likes about Talents, and I do like them, is things like page 33 where Ken really shows us how to take a trait and do a cool stunt, even in combat where the use of Talents wont work to just boost your combat ability. More examples like this in the chapter about SRs and people might take notice why we T&T junkies harp on about how cool the SR mechanic is.

So a Talent will set you apart, but will also boost your ability to be extra good at once special thing. Take not that when asked about their Talents, my players managed to be creative (mind you, you can make up anything, there's no list!) and one of them took Cooking! Belive it or not, it can be used both in combat, business and interacting with monsters. Talents are pure roleplaying opportunity in a box.

Let me finish off with a quote from the rules about Talents. Ken writes: "Saving Rolls against a Talent may be called for by either the GM or the player." Maybe it should not be necessary to put that in the rules, but it's still good to see it. You have a cool idea? Go for it! Say Yes or roll the dice. Heck, roll some dice anyway.

Next week: Levels!
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