Talents & Masteries
Posted: Tue Oct 12, 2010 8:49 pm
Talents & Masteries
From some original thoughts by Final Master here
The original concept:
Rather like the Chinese Martial Arts systems, skills were split up into schools. You could then as a player develop individual skill (RTL - Raw Talent Level) in a particular discipline or talent in the School or increase your Mastery (SMM - School Mastery Multiplier) in the entire school.
Each talent and Mastery of a School went up as far as you liked without limit to the number of talent levels or School multipliers.
For instance you could have an RTL of 1 in each Talent in a School. If your SMM is also 1 this would give an effective multiplier of 1. If your SMM is 2 then your multiplier would be 2 and so on. So you could have an RTL of 5 points in a particular Talent in a school, which would then be multiplied by the SMM to arrrive at your ETL (Effective Talent Level) multiplier for a particular talent.
The point being that in my original concept, you could develop School and Talent quite freely whenever you went up a level. It also meant that we would always use the ETL to show the true multiplier for any discipline.
Opening up a new school could only be done at staged intervals (I quite like the 10, 20, etc gap currently)
When an RTL description indicates that a given effect comes in to play, this effect should be granted when the RTL is achieved and not at the ETL calculation.
What is in place:
Talents have been put into place. Talents have a limit and this is very understandable, for most talents 5 levels is fine although I would argue that 10 might be better but that is one of game balance and as presently constructed it works well. Talents have associated effects which come into use at certain levels - this too is fine and I don't have a problem with it except that players are gaining effects when they should not... (See below)
Schools have been put in place. Currently running from a Mastery multiplier of 0.7 to 1.3. Again this works well in the current system, although here again I would argue that we have artificial constraints on how often we can raise the SMM.
Effects at a given level.
So how do I get a given effect? Consider the following situation we have an RTL of 4 and an SMM of 1.3 this gives an ETL of 5.2. Currently my understanding is that if you have an ETL of 5.2 you will get the given effect. I would argue that this is incorrect, it gives players the ability to only raise a talent to level 4 and with an appropriate SMM gain a given effect - this is cheap in my opinion. It also gives a considerable bonus to those schools who start with an 1.3 multiplier.
What can we do?
Adjust Schools as follows:
Group Schools into core and periferal schools
Core Schools have a starting SMM of 1.0
Periferal Schools have a starting SMM of 0.7
Leave the opening up of new schools that is currently in play alone (so you only get the new school at CL 10, 20, etc, etc). Leave also the ability to pick up new schools in other ways (quests, training etc). Remember all of these schools start as periferal.
Allow the SMM to be increased every level by players choosing to spend talent points there rather than in a given talent. Consideration should be given to the amount that the SMM is increased by, though I quite like the .1 increase currently in play. Have no limit on the maximum SMM...
Adjust Talents as follows:
Allow the RTL to be increased every level by players choosing to spend talent points in a given talent. Have no limit on the maximum RTL... Display the ETL at all levels. This means that you could have a one-shot wonder player, say an ArchMage who invests everything into Manathrust...
If an RTL indicates an effect comes in to play at a certain level, then it will be granted at the RTL point rather then the ETL point. This means that players who have Phase Door as a peripheral school talent are not penalised by having a low SMM.
This could mean that some talents may have to be adjusted (Riposte is an obvious one).
Consideration should also be given to increasing the amount of points that can be allocated by 1 point. If these proposals go into effect then we could end up severely point starved!
Thoughts?
From some original thoughts by Final Master here
The original concept:
Rather like the Chinese Martial Arts systems, skills were split up into schools. You could then as a player develop individual skill (RTL - Raw Talent Level) in a particular discipline or talent in the School or increase your Mastery (SMM - School Mastery Multiplier) in the entire school.
Each talent and Mastery of a School went up as far as you liked without limit to the number of talent levels or School multipliers.
For instance you could have an RTL of 1 in each Talent in a School. If your SMM is also 1 this would give an effective multiplier of 1. If your SMM is 2 then your multiplier would be 2 and so on. So you could have an RTL of 5 points in a particular Talent in a school, which would then be multiplied by the SMM to arrrive at your ETL (Effective Talent Level) multiplier for a particular talent.
The point being that in my original concept, you could develop School and Talent quite freely whenever you went up a level. It also meant that we would always use the ETL to show the true multiplier for any discipline.
Opening up a new school could only be done at staged intervals (I quite like the 10, 20, etc gap currently)
When an RTL description indicates that a given effect comes in to play, this effect should be granted when the RTL is achieved and not at the ETL calculation.
What is in place:
Talents have been put into place. Talents have a limit and this is very understandable, for most talents 5 levels is fine although I would argue that 10 might be better but that is one of game balance and as presently constructed it works well. Talents have associated effects which come into use at certain levels - this too is fine and I don't have a problem with it except that players are gaining effects when they should not... (See below)
Schools have been put in place. Currently running from a Mastery multiplier of 0.7 to 1.3. Again this works well in the current system, although here again I would argue that we have artificial constraints on how often we can raise the SMM.
Effects at a given level.
So how do I get a given effect? Consider the following situation we have an RTL of 4 and an SMM of 1.3 this gives an ETL of 5.2. Currently my understanding is that if you have an ETL of 5.2 you will get the given effect. I would argue that this is incorrect, it gives players the ability to only raise a talent to level 4 and with an appropriate SMM gain a given effect - this is cheap in my opinion. It also gives a considerable bonus to those schools who start with an 1.3 multiplier.
What can we do?
Adjust Schools as follows:
Group Schools into core and periferal schools
Core Schools have a starting SMM of 1.0
Periferal Schools have a starting SMM of 0.7
Leave the opening up of new schools that is currently in play alone (so you only get the new school at CL 10, 20, etc, etc). Leave also the ability to pick up new schools in other ways (quests, training etc). Remember all of these schools start as periferal.
Allow the SMM to be increased every level by players choosing to spend talent points there rather than in a given talent. Consideration should be given to the amount that the SMM is increased by, though I quite like the .1 increase currently in play. Have no limit on the maximum SMM...
Adjust Talents as follows:
Allow the RTL to be increased every level by players choosing to spend talent points in a given talent. Have no limit on the maximum RTL... Display the ETL at all levels. This means that you could have a one-shot wonder player, say an ArchMage who invests everything into Manathrust...
If an RTL indicates an effect comes in to play at a certain level, then it will be granted at the RTL point rather then the ETL point. This means that players who have Phase Door as a peripheral school talent are not penalised by having a low SMM.
This could mean that some talents may have to be adjusted (Riposte is an obvious one).
Consideration should also be given to increasing the amount of points that can be allocated by 1 point. If these proposals go into effect then we could end up severely point starved!
Thoughts?