01-02-2018, 04:48 PM | #71 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Realistic Point Gains
In that case I would set it well below the young woman you're describing, unless you are going for an out and out cinematic campaign.
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Bill Stoddard I don't think we're in Oz any more. |
01-02-2018, 04:50 PM | #72 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Realistic Point Gains
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Too late. |
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01-02-2018, 05:26 PM | #73 |
Banned
Join Date: May 2017
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Re: Realistic Point Gains
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01-02-2018, 05:30 PM | #74 | |
Banned
Join Date: May 2017
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Re: Realistic Point Gains
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*And I am reading into some infinite worlds which gives time guides as for increasing tech level, which would then nullify the -5 at inventions and allow her to develop Biotech TL10 for an extra IQ+1 to her already large stats, so bringing the worst "practise time" to 3 minutes a day) *It is important to note that according to Back to School you can train Eidetic Memory (Memo+5) so it is not too bad on regular characters with all tens across the board, since they can learn a Very Hard Skill up to level 15 (Elite levels, and corresponds with Contact Skill-21) and maintain it by practicing only for one hour a day. Last edited by Alonsua; 01-02-2018 at 05:53 PM. |
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01-02-2018, 09:58 PM | #75 |
Join Date: Feb 2016
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Re: Realistic Point Gains
But exceptional people like Einstein were not above 500 points (and most of them probably were not above 250 points). The majority of the greatest geniuses in history could be built with IQ 16 and (Talent) 4, usually with Per 12 and Will 12 (as the majority of them did not have exceptional awareness or grit), and they also possessed more than a few mental disadvantages. A character with 1,000 points is not exceptional, they are superhuman.
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01-02-2018, 10:20 PM | #76 | ||||
Join Date: Oct 2011
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Re: Realistic Point Gains
Evadam: Before reading, remember that you're the one who wants it realistic.
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Of course, you seem to be trying to make a younger, less-insane version of Lab Rat, so it might be easier to just introduce a "spark of genius" into your setting. Quote:
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One great genius does not invent an insane invention in a single generation. Great geniuses just slightly accelerate the normal process of iterating on past generations' iterations. Eventually, someone makes an invention at least a little practical, or overcomes a critical but acute obstacle, and gets credited with the whole thing. (That, or someone makes something which looks on paper like something which wouldn't be figured out for decades or centuries, and almost everyone quietly ignores the practical constraints which explain why it was never used.) Cultural geniuses (e.g, Shakespeare and Mozart) might be closer to this great-man genius innovator type, but only because their chosen fields are so ridiculously fluid. Quote:
Again, not a problem if your setting includes a spark of genius. It's probably not a good idea to introduce such things into a campaign world if they're not going to be relevant...but if the PCs are going to be meeting famous inventors, your campaign is probably one in which super-intelligent people with super-science are very important. |
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01-02-2018, 11:26 PM | #77 |
Join Date: Feb 2016
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Re: Realistic Point Gains
What we are talking about is an Amazing invention using brand new technology at three TL higher, which is a -42 to skill for the conception roll for a 'realistic' inventor. While Gadgeteers may be cinematic because it is so broad, technology does advance much more quickly than possible by the realistic rules, so I would suggest that limited forms of Gadegeteer are realistic. A realistic form of Gadgeteer would be limited to the first level, would apply to a specific skill only, and would be purchased through the Unusual Training Perk (I would require a minimum level of 20 in the associated skill).
Even so, a realistic gadegeteer would still suffer a -23 to skill, meaning that she would have to have a skill of 25 and four assistants with skill 20+ to have even a 6 as her modified skill. Since the average time for conception for an Amazing invention is 3d months, she would probably spend seven years on her conception roll. She would also need $3.5 million worth of equipment of her own, which would be difficult to hide. |
01-03-2018, 01:14 AM | #78 | |
Join Date: Aug 2004
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Re: Realistic Point Gains
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01-03-2018, 04:23 AM | #79 | |
Join Date: Jan 2010
Location: Brighton
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Re: Realistic Point Gains
Thing is since your not running this campaign for the people in this thread our sense of disbelief isn't the one you have to worry about. Does it work for you and your players? If so than it's all good.
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Because ultimately in RL our "attributes", "skills" and "advantages" etc tend to come from a combination of lots of different factors working in conjunction. The thing is GURPS is an RPG not a reality simulator so the gamebly abstract guidelines it gives for training etc are not actually a great way to represent that very complex interplay of factors in reality, especially not with extreme outer limits stuff like maximum limit of human potential. And another factor is GURPS attributes and advantages often have several different ways to get to the same end point in terms of ability. And as per the point above about combinations of factors a more realistic model is having those complementary factors working together to give a result than one single one. Last edited by Tomsdad; 01-03-2018 at 04:29 AM. |
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01-03-2018, 09:51 PM | #80 |
Join Date: Oct 2011
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Re: Realistic Point Gains
Putting aside quibbles over which parts of gadgeteering are considered unrealistic and if those correspond with the parts which you say are realistic...I feel like "technology advances more quickly than is possible by the realistic rules" needs more qualification. I really want to provide counterarguments, but I kinda need to know your arguments first, you know?
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