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  1. #1

    Talislanta for FG: Rumor? Dream? Reality?

    Just wondering if Talislanta is in the works for FG.

  2. #2
    ddavison's Avatar
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    Nothing official from SmiteWorks in the works for it. I had a buddy back in the day that was big on it though. Perhaps someone from the community will post and say that they've built or started a fan-made ruleset for it.

  3. #3
    This should be added since the IP owner allowed the fans to scan and post the PDFs for the game on talislanta.com

  4. #4
    damned's Avatar
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    what are the core game mechanics?

  5. #5
    It is an intent-based system. The players describe their actions and the GM figures out what skills or attributes are used and assigns a degree of difficulty. Then you roll a D20 and apply the modified result to the below table:
    Attachment 17718

    The GM then interprets the results. For combat, mishaps means the GM applies some sort of nastiness to the character, failure is a miss, partial success is usually half damage, full success is full damage and critical success is a critical hit.

  6. #6
    damned's Avatar
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    What are example skills?
    How do they effect the roll?
    What are example attributes?
    How do they effect the roll?

    How do you end up with a number on that scale taking into account the roll, the skills, the attributes and the difficulty?

  7. #7
    Quote Originally Posted by damned View Post
    What are example skills?
    How do they effect the roll?
    What are example attributes?
    How do they effect the roll?

    How do you end up with a number on that scale taking into account the roll, the skills, the attributes and the difficulty?
    OK, skills are broken up into categories but they all run the same way. Each skill is tied to an attribute plus it has a rating that you can increase by spending XP--more in a minute.

    Background Skills reflect where your character grew up. These can be things like Urban, rural or nomadic. These are usually tied to specific locations so Background: Urban (Cymril) would be used for things relating to knowing the best places to go eat or where you may find illegal goods--as one example.

    Common Skills are basic thinks like Cook, Ride (Specific Creature) and more.

    Language Skills are obvious.

    Combat Skills covers different weapons and styles of combat.

    There are more categories and these are important when you create a character since the archetypes may give you a choice of skill within a specific category.

    Now all attributes are listed as a die modifier. Average rating is a 0, below average attributes are negative numbers (-1, -2, ...) and above average attributes are positive numbers. (+1, +2, ...) Attributes cover the basics such as STR (strength) or INT (intelligence). They also include the important MR (magic rating) and CR (combat rating)

    To use a skill you combine the skill with the appropriate attribute. The GM applies a degree of difficulty, a negative modifier to your roll. Sometimes--such as in combat with someone who has an "active defense", ie. not caught by surprise--you use your combat rating+skill--such as long sword--and you subtract the combat rating and skill of your opponent from the roll (D20). Other tasks may just have a difficulty assigned by the GM.

    If you're just doing an attribute roll, you double the attribute and apply it to a D20 roll. Examples would be a CON roll versus poison. (Attributes are your saves.)

    For non-opposed rolls, the degree of difficulty typically runs from +10 to -10 depending on how hard or easy the task is. This system give a fair amount of leeway to the GM on assigning modifiers though there are some set modifiers. For instance, multiple actions are doable but each action gains a cumulative -5 modifier to the roll. So first action is a normal roll, second add a -5 modifier, third add -10, ...

    Attributes are pretty much set in generation but magic items can modify those. This includes your base BR or MR. Until 4th edition, the game had levels which you would gain by spending a specific amount of XP to level up. You could also "concentrate" in certain skills by spending XP to add a bonus to that specific skill. 4th ed. removed leveling--and left you with a fixed HP--and shifted to a skill-based system. I like this since anyone caught completely flat-footed can die just as easy as anyone else but if they are aware and bring up an active defense, high-"level" characters can mop up the place with much lower characters. A large enough difference can make a guaranteed (except for a natural 20) mishap or a guaranteed critical success.

    It not a hard system to crack into but if you play 4th ed, use the Codex Magicus optional rules to impose a limitation to the number of spells you know starting out.

  8. #8
    damned's Avatar
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    So - MoreCore with the addition of a new /talislanta roll can do that... Im sure my effort above has many errors but basically you click all your modifiers and then you click the Talislanta and it will roll and output all your inputs and a result.


  9. #9
    Pretty good. I don't know if you had to use an attribute rating of 14 to simulate a Talislanta attribute. Agility would be DEX--again I understand making this work for a different game--and an average attribute would be 0. A +1 is not too unusual to see or even below average attributes like -1.

    Here's a sample character from the 4th Ed Tal Adventure "the Weight of Water"

    CORPORAL TONFA, THRALL WARRIOR
    6;8”, 300lbs. Corporal Tonfa is a young Thrall looking
    to prove himself. Over-eager and a little nervous
    about his first command, he is overcompensating by
    acting much tougher than he feels. His tattoos are
    predominantly yellow and green and are marked by
    a repeating blue-fl ame motif, including the large lick
    of flame rising up from his chin, over his lips and
    nose and ending in the middle of his forehead. He
    is wearing full garde and carries a large broad-axe
    strapped to his back.

    Attributes:
    INT -3* PER +0
    WIL +2 CHA +0
    STR +4 DEX +3
    CON +4 SPD +2
    CR: +6 MR: -5
    *+3 for tactical and combat related rolls
    Hit Points: 34
    Attacks: War Axe: CR +9, DR 8; Tazian Combat:
    CR +9; DR 4 (full garde)
    Armor: PR 5, Full Garde
    Skills: Mounted Combat +6, Tactics +7, Command
    +5, Guard +6
    Languages: Low Talislan, native
    Special Abilities: Immune to fear. Unable to
    comprehend magic.

  10. #10
    damned's Avatar
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    Hey SmokinDeist the number of games I dont know the mechanics for... well thats a lot... Im just trying to support the games that people ask and that Im capable of doing...

    In this screen shot I took Dex+3, Combat+3, WarAxe+9 and then Defender-10 (opposed defenders modifier?)... Is that something more like it?

    If its not right let me know and Ill fix it... In this example its Dexterity /talislanta 2d20+3, Combat /mod +3, War Axe /mod +9, Defender /mod -10
    You would click all the modifiers - indicated with +/- symbols on the buttons and then click the Dexterity for the actual roll. You could make the Attributes the rolls, or the skills the rolls - it doesnt matter.


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