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Sync wrote:Any suggestions or ideas, let me know.

Sync wrote:Any suggestions or ideas, let me know.

shonuff wrote:Sync wrote:Any suggestions or ideas, let me know.
IIRC, you were restricted by level to the amount of talents (or maybe focuses) that you could put in by your level. Would it be possible to eliminate that?
All-in-all, it's a great tool, as-is and much appreciated.
Jekias wrote:Sync wrote:Any suggestions or ideas, let me know.
I've used the sheet to make NPCs in the past and one thing I'd like for these is the option to turn of requirements for talents so you could select any talent. Unsure of the practicality of that though..

Sync wrote:Hmmm...turning off requirements is easily done, but is it worthwhile to do so? After all, if your NPC doesn't have to meet requirements for Talents, then why should your PCs? I'm sure the players might start wondering why their opponent is using Master levels in three different combat styles when they've barely managed one...
That's my thinking on it, anyway.

Jekias wrote:Sync wrote:Hmmm...turning off requirements is easily done, but is it worthwhile to do so? After all, if your NPC doesn't have to meet requirements for Talents, then why should your PCs? I'm sure the players might start wondering why their opponent is using Master levels in three different combat styles when they've barely managed one...
That's my thinking on it, anyway.
Its more when I take an existng NPC in one of the GR adventures with the intent to level it. An example is Dealia from Bann too Many. She starts out as a level 1 rogue but she doesnt have the normal starting talents (she has throwing weapons talent). Using your sheet in this case makes it great to recreate the NPC and then level it (in my group she became involved with one of the PCs and has been adventuring with them since). Hence my request

Sync wrote:shonuff wrote:Sync wrote:Any suggestions or ideas, let me know.
IIRC, you were restricted by level to the amount of talents (or maybe focuses) that you could put in by your level. Would it be possible to eliminate that?
All-in-all, it's a great tool, as-is and much appreciated.
That's what I'd be intending with the GM bonus to skills & talents (actually...it's focusses - or is it foci? - and talents, isn't it?).
I'm not going to break the official rules when it comes to the number of focusses and talents you gain by level, but I will be allowing for the GM to allocate extra ones to characters.



Tlurker wrote:Maybe I'm missing something, but I was doing a high level Mage today with Arcane Warrior spec and I noticed that I can't add the free Weapon Group you get at Novice. Just curious if that is a bug or if I'm simply blind.


She wrote:I haven't read the full thread, but I used the Forge (it's really cool, by the way) and I've noted that if you are creating the character by the "buying" option, when you have to pick in the background table (the 2d6 table), you cannot pick 3 focuses instead of picking a focus and an ability.
If anyone already said this before, I apologize.


Tlurker wrote:Under Master Primal Talent you have it as spending 1 Mana per extra target, but in the set 2 Players Guide it says 1 Stunt Point per additional target.
Tlurker wrote:Also, according to the rules you can actually skip the Specialization altogether and instead take extra Talents in place of the Spec Levels.
Tlurker wrote:Thought you might like to know.







Sync wrote:A 1st level mage cannot have the Healing focus as Mages can only take a CUN focus at even-numbered levels.

shonuff wrote:Sync wrote:A 1st level mage cannot have the Healing focus as Mages can only take a CUN focus at even-numbered levels.
A human apostate can get healing, IIRC. I kind of fixed that by allowing apostates to choose from either elvish or human, within reason. That, and I give Elvish language to elves period.


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