That sounds interesting
I thought about making it a 2pts non-trainable talent which would give 3 points for combat moves per buy. Martial Artists and Monks have them x2 (4 point cost, 6 point for moves).
But, with combat moves limited by the amount of skill ranks, it means the player would have to go back and forth between the skill and the moves, but I could make that those points may be saved until the character has enough "move slots".
Option 2: Making that the moves purchased doesn't count against the skill limit, but this could mean that a player could buy cheaper moves to increase its repertoire...
Option 3: Cost 2 points per buy and just allows 1 extra move to be purchased outside the skill limit. I know it could be a huge improvement for characters without the Combat Training talent
One of the inspirations for this game was a percentile based game that had what was often called "diminishing returns" where the first 10 ranks in a skill gave a +5 bonus per rank, and the next 10 gave +2 per rank and then 0.5 bonus per rank for each rank after.
The increasing costs reflect this concept of diminishing returns, higher ranks cost more to acquire, thus are harder to get.
Yes, this will actually lead to more well-rounded characters overall....
If you want to do a flat cost, I would recommend taking the costs for 20 ranks, total them and then divide by 20. This would work out to be 3 (3.25 rounded down) points per rank for Favored, and 6 per rank for standard.
Or if going by a theoretical max of 30 ranks, the costs would be 5 and 8 respectively.
The game really reminded me of that game made by the guys from "frozen water"...
I may do 4/6/8 if allowing multiclassing. Maybe 2/3/4 at character creation as to keep the character creation points from become less useful on skill purchases.
(These costs reminds me of another d00 game, one with a name similar to Lyre)
when figuring stats, I always considered bonuses to be worth twice as much as the minuses. Plus do not forget that the actual size changes will have other benefits
Smaller = harder to notice
Larger = better at intimidation
Basically some rough intangibles..
Will take that into consideration.
The Warrior Mage on LN#4 has the Talent Weapon Bond, its not on LN#3, is this a Trainable Talent?
I've noted that with time, points and GM permission any class can buy the Fighter and Martial Artist Talent, as they are Trainable.
In order of making multiclassing into those classes the same as into any other I'm thinking 1 of 2 options:
1: Combat Training is a Non-Trainable Talent (you must "unlock it" buy purchasing the corresponding class)
2: Trainable Talents after Character Generation have an increased cost, but haven't thought the amount, x1.5? Double? A flat 5points? One one hand, it will make more expensive to buy Talents, but I'm thinking of not using levels, so there won't be a set budget to worry about.