10-24-2018, 08:36 AM | #81 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Pyramid #3/120: Alternate GURPS V
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Constitution, Agility, Self-Discipline, Memory, Reasoning, Strength, Quickness, Intuition, Presence, and Essence. Intuition and Presence double up as mental and supernatural, and Essence had some odd skill choices attached to it to try and make it useful for people other than magicians, but otherwise these map fairly well to yours.
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10-24-2018, 09:21 AM | #82 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/120: Alternate GURPS V
I had turned my mind to this in the past as well, and because I'm in a hurry will return with details.
I had made a grid: Physical Mental Social/Spiritual and crossed it with Power Control/Agility Endurance to get nine attributes. Sean does similarly, it would seem, except he has "gross control" and "fine control" in each one, which is a valid adjustment. In a game with overtly supernatural elements, dividing Social and Spiritual/Supernatural into separate categories and thus resulting in 12-16 fine-grained stats would cover everything. The other bit that would work even within the GURPSy model is to have there still be four attributes. They might be Physical [100] Mental [100] Social [100] Supernatural/Spiritual [100] Or something like that. Each would assume power, control (gross/fine if you like), and endurance were equal, to be adjusted if you like. That way, you can still speak broadly and quickly with a minimal set, but can tune as you prefer.
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10-24-2018, 09:26 AM | #83 | ||
Join Date: Aug 2004
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Re: Pyramid #3/120: Alternate GURPS V
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Also, ST isn't the only trait that needs to be adjusted for scale. Movement is another trait that really ought to be more scalable: just like Strength can run from inhumanly small to insurance inhumanly large, so too can speed range from inhumanly slow to inhumanly fast. This is an example of where such things as Enhanced Move factor in. Finally, certain traits have what I call “modes”: Move comes in a number of varieties, such as running, swimming, and flying; Perception deals with a number of senses; and traits like Animal Empathy and Spirit Empathy imply that social acumen likewise comes in multiple flavors. You always get one by default: humans run and jump, rely on sight, and have a social affinity of other people (as opposed to, say, animals or spirits). |
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10-24-2018, 09:36 AM | #84 | |
Join Date: Aug 2004
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Re: Pyramid #3/120: Alternate GURPS V
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Body Basis: Fortitude and Fitness (opposing injury and fatigue) Primary: Might and Precision Mobility: Speed and Agility (default mode: ground movement) Mind Basis: Stability and Attention (opposing disquiet and distraction) Primary: Focus and Reason Perception: Acuity and Discernment (default mode: sight). Soul Basis: Integrity and Composure (opposing corruption and stress) Primary: Spirit and Elegance Social: Presence and Guile (default mode: people). Some clarifications: • Might is what's normally called “Strength”; the renaming is because I refer to each pair of attributes as a Strength and an Affinity. This was inspired a bit by how In Nomine organizes its Attributes, with each of three Realms having two traits that roughly correspond to power and finesse: Strength and Agility, Intelligence and Precision, Will and Perception. The reason why I went with the split was so that the Strengths could all have some sort of “scaling mechanism” allowing them to reach inhuman levels (e.g., inhumanly tough, strong, or fast), the theory being that strengths tend not to be used for success rolls; that's properly the domain of affinities. • Also borrowed from In Nomine is the idea that each realm has its own kind of “hit points” (Fortitude=Body Hits, Stability=Mind Hits, Integrity=Soul Hits) — though I use something similar to “Conditional Injury” instead of Hit Points. Fitness, Attention, and Composure are physical, cerebral, and visceral forms of HT; as such, each provides a kind of “energy pool” suitable for it's realm: Fatigue, Distraction, and Stress. However, each is also an affinity, and gets used for resistance-like success rolls. • Each realm also has an auxiliary strength and affinity pair, covering a more specialized subject that's too important to ignore despite not being covered by the primary traits of that realm: Mobility, Perception, and Social. I just couldn't bring myself to say that Speed tracks with Might; though Tbone once made a case that it ought to track more or less with the ratio of Might to Mass. After I established the auxiliary pairs, I realized that all three of them come in different types, and that part of defining non-human characters lies in deciding what type of mobility, perception, and “social” comes naturally to them. • Speed is what GURPS normally calls “Move”, because I roll what GURPS normally calls “Speed” into Agility. • Spirit is what GURPS normally calls “Will”. Last edited by dataweaver; 10-24-2018 at 01:42 PM. |
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10-24-2018, 10:57 AM | #85 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Pyramid #3/120: Alternate GURPS V
All this need for "more attributes" stems, I think, from a fundamental flaw in GURPS and many other RPGS. That flaw is that the attribute forms the base off which the skill grows. The higher the attribute, the higher your skills with the same investment. This leads to omnicapable characters, even when they are operating from default, and thus the obvious solution is when people add new attributes that characters wont all have.
I would prefer to solve the problem directly. Instead of: Effective skill = Attribute + Talent + Skill Investment Effective Skill = Talent + Skill Investment Skill Cap = Attribute + Talent + 2 Techniques can exceed the skill cap for their narrow range of use, as intended. The advantage here is you don't need to invent new attributes, if you don't invest the points in the skills you'll be operating off default. Your cloistered academics with sky-high math and science skills will already have terrible social skills because the default isn't inflated. IQ and DX can be much cheaper because they aren't effectively +1 to half of all skills per level. They are also less of a point crock, the only point when investing in IQ or DX for a player is better than investing in skills is when your skills run into the skill cap. Talents and Techniques work normally. A side benefit is it adds some interesting control to AIs with complexity based IQ. In addition to preventing them from sitting in a closet for a thousand years to abuse the time spent learning rules, if you can get 2 levels of talents for the complexity cost of 1 level of IQ then AIs that are very good at a narrow range while sharply limited outside that ranges would be very organic to a setting.
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10-24-2018, 11:24 AM | #86 | |
Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Re: Pyramid #3/120: Alternate GURPS V
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10-24-2018, 11:36 AM | #87 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/120: Alternate GURPS V
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On the other hand I do like the idea of separating some things, especially social. It makes sense that IQ boosts most social skills but maybe not so much. hmm I just had a thought. Ill ponder it more though. QN seems nice in some ways, though as its coming so late to the game it did not mesh well enough with all the existing material in my opinion. I would like to test it as Chi though, no martial artists in my campaign so its less disruptive to slip in. But as described I dont like it being used for Magic, Psi and Chi abilities. There is a reasonable case for it, just a matter of taste.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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10-24-2018, 11:39 AM | #88 | |
Join Date: Jan 2013
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Re: Pyramid #3/120: Alternate GURPS V
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By the way, another solution by Dave Morris: https://fabledlands.blogspot.com/2010/07/7urps.html That add also empathy (EQ) |
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10-24-2018, 11:44 AM | #89 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Pyramid #3/120: Alternate GURPS V
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10-24-2018, 12:18 PM | #90 | |
Join Date: Dec 2016
Location: Southern Sweden, possibly on an Alternate Earth
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Re: Pyramid #3/120: Alternate GURPS V
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I also think having too many attributes makes statting out characters a bit bothersome. The real weakness in GURPS in this regard is in my opinion the omnipotence of DX and IQ; however, most other systems I used have almost no correlation between skill and attribute. At the end of the day it makes sense to let characters have talents (modeled by attributes and advantages) rather than ” all skills cost the same”. |
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alternate gurps, pyramid |
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