01-13-2015, 12:30 AM | #11 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Cost of HT.
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The same applies to HT. Or frankly most of the attributes (too many IQ skills, and it just makes more sense to buy more IQ)
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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01-13-2015, 10:58 AM | #12 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Cost of HT.
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In addition? When advantages costs in the realm that you need some 400 points to buy/create a decent character - what happens when you have someone (a player) who decides to spend the extra points on the "cheaper" stuff. Case in point? Why not buy extra-ordinary luck instead of a single use advantage that is priced at 80 points - or a multi-level advantage that isn't really useful until you spend 100 points in it? Why not buy up attributes of +4 IQ instead of an 80 point advantage? GURPS kind of stinks in that department (in my opinion). For every advantage someone says is priced just right - someone else will say "hey, this isn't priced right". Isn't that what caused GURPS 4e to depart from GURPS 3e in the first place - people complaining that things were not properly priced? In the end, the relationship between character points (Money) and advantages (goods) turns into a minor economics issue - are things priced sufficiently low for the purchaser to consider it worth the expenditure of "coin"? Are things too cheap? Are things way too expensive? As it is, I tend to play a version of GURPS that is kind of GURPS 3.5. It is basically GURPS 4e with GURPS 3e stuff bolted on. I really dislike GURPS PSIONICS for 4e, because it is too pricy to have a decent Psionic character. It makes it difficult for a Psionic character to integrate well with a non-psionic character UNLESS you give the Psionic character's player the extra points needed, and keep the non-psionic character's player at a lower budget. If that is the case, then simply make the psionics cheaper so that you CAN more easily integrate two different styles of characters! Last edited by hal; 01-13-2015 at 11:07 AM. Reason: Quirky puter sent while I was trying to delete!!! |
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01-13-2015, 11:19 AM | #13 | |
Join Date: Sep 2007
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Re: Cost of HT.
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There is no price for stats that will resolve that issue; all you can do is move the crossover point. It's a trivial change to houserule a tiered system if you're that fond of it -- just grab the 3e chart if you don't want to have some other progression -- but you'll still see players pumping up their stats instead of their skills once they have enough skills. |
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01-13-2015, 11:21 AM | #14 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Cost of HT.
Well, it's possible to have a curve such that there will always be some point where it makes sense to raise the skill instead of the stat, but that requires escalating cost with no limit.
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01-13-2015, 12:18 PM | #15 | |
Join Date: Jun 2013
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Re: Cost of HT.
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Last edited by McAllister; 01-13-2015 at 12:18 PM. Reason: failquote |
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01-13-2015, 04:50 PM | #16 | |
Join Date: Apr 2006
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Re: Cost of HT.
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For instance, you could go through an entire campaign and never use more than, say... 6 IQ skills. Maybe other characters share the load, or maybe it's just not a very brainy campaign or the GM's not very imaginative. And once you pick a number here it's fairly trivial to find a cost for IQ that makes buying more IQ for that character a worse deal than buying skills. Make reasonable generalizations about characters and you can pick a "correct" price for IQ based on its utility. Of course, the players don't know which skills they'll need in advance, so they're willing to pay more for IQ than it's really going to be worth, to hedge their bets. But that only affects its value _to them_, not its utility. A player willing to gamble with lousy defaults or coordinate with other players to spread competence around (emergent, player-driven niche protection!) can potentially save a lot of points here. I tend to think that the correct cost for IQ and DX is around 25-30 points. Certainly, if you have more than 7 skills you want to raise, buying more attribute is still a better deal... but the higher the attribute cost, the more players will notice that they're spending a lot to get better defaults, and the easier it is to rationalize that if they're good at this many distinct skills, maybe they really should explain it with a high attribute. ...But this is IQ and DX, which both have added effects but are primarily useful as skill pumps. Their economy is rather different from that of HT, which is primarily useful for reasons other than pumping skills, and causes entirely different headaches. |
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01-13-2015, 05:12 PM | #17 | |
Join Date: Sep 2007
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Re: Cost of HT.
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There's no one correct price by this reasoning, but you can only print one number in the book. It would be nice if the prodigious novice and the grizzled veteran with equal skill levels had the same CP cost, which would also also entail more or less equivalent other benefits. (The prodigy gets better attribute rolls, faster advancement given a 1/2/4 skill progression, and so on, while the highly-trained average-stat character doesn't get much, although 4e threw him the bone of skills floating to other attributes.) But I don't know how such a system would work while keeping reasonable expectations of what those attributes and skills mean. (It'd be easy if you just bought nothing but end-result mechanics, and the attribute/skill tradeoff were just flavor text. But that means attributes and skills don't really exist, just "success percentages" or whatever they'd be called.) |
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01-13-2015, 06:33 PM | #18 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Cost of HT.
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01-13-2015, 08:22 PM | #19 | |
Join Date: Dec 2007
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Re: Cost of HT.
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01-13-2015, 09:44 PM | #20 | |
Join Date: Apr 2006
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Re: Cost of HT.
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For that matter, the Trek engineer might just have Engineer! - which is cheaper than IQ. And it could be argued that they would only buy a fraction of those skills, and handle the rest with defaults; interskill defaults lead to growing rather than diminishing returns once you get up to +5 or so, and it's sometimes better just to buy one skill up as high as you can before your GM vomits. |
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Tags |
attributes, cost, house rule |
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