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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 1809301" data-attributes="member: 2810"><p>Don't have my book in front of me, but as a GTSAEIT (Grim Tales Self-Appointed Evangelist in Training), I'll give it a shot.</p><p></p><p>I would calculate MDT based on hit point damage, not non-lethal. Since you by definition are hoping for "Fewer Dead Heroes", and non-lethal damage is supposed to be non-lethal, I wouldn't count what the armor absorbed. It would also depend to some extent on what skull-rating of MDT you were using. The point of "Fewer Dead Heroes" is to have the person beaten down and knocked unconscious before they die, suggesting a more forgiving MDT.</p><p></p><p>I would keep feats and talents seperated. They are equally rare, but talents are more closely tied to classes than feats are. Making a talent (an advanced one, anyway) a pre-req for a feat is basically the same as requiring X levels in a class, which is considered bad form for feat design. Uusually you should base feat requirements on something that can be acheived in different ways (eg. cast 3rd level arcane spells vs. be a 5th level wizard).</p><p></p><p>Making a feat a pre-req for a talent is probably a little easier to get away with, so long as it followed the same general guidelines of being obtainable in different ways (eg no class-specific feats). But I really wouldn't recommend it -- the whole point of the GT feat/talent/skills system is to allow more fleixble character creation. Plus, talent chains tend to involve their own pre-reqs. </p><p></p><p>I would think it ok for some RP pre-reqs in specialized settings, especially for magic. Making the character be a member of the Cthulu Worshippers Local 667 in order to take spellcasting feats would make some sense.</p><p></p><p>Did you have a specific example in mind?</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 1809301, member: 2810"] Don't have my book in front of me, but as a GTSAEIT (Grim Tales Self-Appointed Evangelist in Training), I'll give it a shot. I would calculate MDT based on hit point damage, not non-lethal. Since you by definition are hoping for "Fewer Dead Heroes", and non-lethal damage is supposed to be non-lethal, I wouldn't count what the armor absorbed. It would also depend to some extent on what skull-rating of MDT you were using. The point of "Fewer Dead Heroes" is to have the person beaten down and knocked unconscious before they die, suggesting a more forgiving MDT. I would keep feats and talents seperated. They are equally rare, but talents are more closely tied to classes than feats are. Making a talent (an advanced one, anyway) a pre-req for a feat is basically the same as requiring X levels in a class, which is considered bad form for feat design. Uusually you should base feat requirements on something that can be acheived in different ways (eg. cast 3rd level arcane spells vs. be a 5th level wizard). Making a feat a pre-req for a talent is probably a little easier to get away with, so long as it followed the same general guidelines of being obtainable in different ways (eg no class-specific feats). But I really wouldn't recommend it -- the whole point of the GT feat/talent/skills system is to allow more fleixble character creation. Plus, talent chains tend to involve their own pre-reqs. I would think it ok for some RP pre-reqs in specialized settings, especially for magic. Making the character be a member of the Cthulu Worshippers Local 667 in order to take spellcasting feats would make some sense. Did you have a specific example in mind? [/QUOTE]
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