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Old 01-18-2019, 03:17 AM   #19
Malfi
 
Join Date: Sep 2016
Default Re: Connecting point total to what you can buy with it.

I guess you also could say go ahead and make characters in a Dungeon Fantasy game, or any GURPS game where player options are equally well defined.


Thinking more about the whole thing here are some more sample parameters for a normal people get supernatural power and begin to develop them:

Singular supernatural advantage costs including limitations/enhancements.

Points--Max advantage cost
200-----30
400-----50
800-----85
1000---100
1600---150
2000---175
3000---250
5000---350
10000--600

I would hope this urges players to diversify in their advantages, instead of throwing all their points in one advantage.

This so they don't go for the max of every attribute

Points--Max total spent on abilities
200----150
400----225
800----350
1000---400
1600---500
2000---600
3000---750
5000---1000
10000--1500

I also would like to have a kind of power corrupts effect going on, without making it a bad deal to gain points. So the disadvantage limit increases at higher points. Maybe this could also function a source of challenges at higher points? Or will it make the game unplayable?


Points -Max or even min in disadvantages Average individua disadvatage cost
200----50------------------------------------5
400----70------------------------------------6
800----100-----------------------------------7
1000---110-----------------------------------8
1600---140-----------------------------------9
2000---150-----------------------------------10
3000---200-----------------------------------11
5000---250-----------------------------------13
10000--350-----------------------------------15

The average individual disadvantage cost is to avoid ammasing small 5 points disadvantages, that may have very little effect in play.



Perhaps my take would be better applied for points spent on a specific power instead of points spent in general. Since gurps points do not represent power at least not exclusively.
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