10-25-2018, 02:59 PM | #111 | |
Join Date: Aug 2004
|
Re: Pyramid #3/120: Alternate GURPS V
Quote:
The other aspect of a grid-based system is an axis of functions: this is often things like “power, aptitude, and resistance”, though I've seen each of these three further subdivided (e.g., precision, agility, and/or perception instead of aptitude, or toughness and health instead of resistance). This is where there's the most disagreement about how to set up a grid, IMHO; and it's the reason why many stop short of defining standard functions that cut across the body/mind/spirit categories. Personally, I split the difference: I define four standard functions for each category (proactive strength/power, proactive aptitude/affinity, reactive strength/toughness, and reactive aptitude/health) and two custom functions for each (body gets mobility strength and aptitude, or speed and agility, roughly analogous to Move and Speed; mind gets perception strength and aptitude, or acuity and discernment; and soul gets social strength ad affinity, or presence and guile). The other part, though, is that presentation is (more than) half the battle. Arguably, GURPS doesn't have four attributes even as written; it over a dozen, maybe as many as two dozen, depending on what you call an Attribute. But most of them are folded together (e.g., Lifting ST, Striking ST, and HP, which are folded together into ST) or presented as secondary stats (e.g., Speed and Move). Other games use other means of hiding their complexity, such as d20 having six characteristics and three saving throws, or how In Nomine has six characteristics, three kinds of supernatural power (the Corporeal, Ethereal, and Celestial Forces), and three kinds of Hit Points (Body Hits, Mind Hits, and Soul Hits), for twelve traits in a grid that doesn't look like a three-by-four grid, even though that's exactly what it is. |
|
10-25-2018, 02:59 PM | #112 |
Join Date: Nov 2006
|
Re: Pyramid #3/120: Alternate GURPS V
This is a good discussion. I think that having more attributes is better and having supernatural powers separate from IQ is better for Dungeon Fantasy. If the wizard or cleric has a high IQ they get spell benefits and they also know everything too. This really tramples on the Scholars time to be useful. To me supernatural knowledge can easily be explained as being entirely different than academic knowledge. I have no problem with a wizard that knows how to cast spells and read mystical symbols yet not being able to program a computer or solve an equation.
One thing that I think could be corrected would be having skills directly add to DX or to IQ. It may not be realistic but it is fun from a fantasy standpoint it is fun to have a swordsman who is an expert at it but does not have superhuman dexterity. In GURPS it does not make sense to invest in high skill levels because it makes more sense just to buy more DX. So you are a fool to have high skill when you can have high DX and get high skill from that and also are faster, have better balance, quicker reaction etc. |
10-25-2018, 04:04 PM | #114 | |||||
Join Date: Aug 2004
|
Re: Pyramid #3/120: Alternate GURPS V
Quote:
Quote:
Quote:
Quote:
Quote:
It seem to me that the inevitable upshot of all this is that someone with the chops is soon going to write a supplement containing a fully-detailed set of sub-systems for mechanically deep, tactically satisfying social interactions in GURPS! So that's a win for all of us. I shall expect it within the week! (Side note: I've been away from these forums for a while. Missed you all :) Being able to chat with the game designers, from time to time, is one of the real privileges of being a GURPS fan)
__________________
My (ahem... hugely entertaining... ahem) GURPS blog: The Collaborative Gamer |
|||||
10-25-2018, 04:14 PM | #115 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Pyramid #3/120: Alternate GURPS V
I dont really like Psi, Spirit, and Magic using the same supernatural attribute, its partly flavor and partly I want them distinct. That said if the attribute was Spirit I could see it at least helping with resistance for the others.
Also I dont think each section needs to match the others in numbers, though it might be easier to understand and certainly looks neater. Most people prefer symmetry to asymmetry. However RAW GURPS puts its emphasis on the physical with 3 attributes vs. Mind with 1; probably why IQ tends to get most of the talk about being too powerful. Wondering from a different angle, first pick the aspects such as Power. Manipulation, Resistance, and Endurance and then apply them to the categories. So for example Body [40/level] Endurance (HT checks and FP) 10/level Manipulation (DX) Ability to accurately and precisely manipulate physical objects. 10/Level Power (ST) How much damage you do and how much you can carry. 10/level Resistance (HT and HP) Withstanding damage and resisting things that affect the body such as poison and disease. You then have a core Body attribute you can buy up for overall capability and components you can adjust up or down to get the right character for your needs. This gives a simple option and a more fine tuned option without adding too much complexity. You could add modifiers for even more fine tuning, at the cost of increasing complexity. Examples here would be HP, Arm ST/DX, FP, etc. Ideally each component adds up to the same cost as the higher component. And you could declare in a mundane campaign that your not allowed to change the Spirit or Supernatural attribute. Its just ignored for that campaign. You could effectively add attributes for different functions if desired, treating them as new advantages. Hacking for a Cyberpunk game for example, everyone starts at Base 10 or even 0 with the netrunner types putting points into it that at the expense of other areas. Decks might be gadget based while implanted interfaces and hardware had the electrical limitation or not even that if military grade. One of the key things I like about GURPS is its modularity, part of why I suggested the decoupled attribute idea up thread.
__________________
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 |
10-25-2018, 04:56 PM | #116 | |||
Join Date: Aug 2004
|
Re: Pyramid #3/120: Alternate GURPS V
Quote:
Quote:
Quote:
True enough. |
|||
10-25-2018, 05:27 PM | #117 | |
Join Date: Jun 2017
|
Re: Pyramid #3/120: Alternate GURPS V
Quote:
The best solution I've heard so far is capping: allow DX to 16 to offset certain default penalties, and then require the player to buy up individually from there. Personally, though, I feel like attributes are a mess that has no great solution. |
|
10-25-2018, 05:39 PM | #118 | ||
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Pyramid #3/120: Alternate GURPS V
Quote:
Awareness or Perception would be under Mind, though Supernatural might have its own Per component. Fast Power and Slow Power would be sub components like Lifting or Striking ST are now. Nimbleness could be a component of Manipulation ie.. Agility (Manipulating your body) and Dexterity (Manipulating other things). Social would probably be under Mind but as its modular a socially focused game could create a new top level attribute with the same structure. I agree with Kromm that Social interaction is largely a mental issue, just not always a cerebral one. Quote:
I dont recall Technomancers but I think I played first edition.
__________________
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 |
||
10-25-2018, 05:41 PM | #119 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Pyramid #3/120: Alternate GURPS V
Quote:
There's a legitimate argument for setting-specific rules, as they let you tweak costs to encourage the sort of character that is appropriate to the setting, but having fixed supernatural attributes just seems like the worst of all possible worlds. As a side note, the best simplification for power sources is to adjust them so they're all +0%. |
|
10-25-2018, 06:36 PM | #120 | ||
Join Date: Aug 2004
|
Re: Pyramid #3/120: Alternate GURPS V
Quote:
1. Endurance, Manipulation, Power, and Resistance isn't necessarily the best set of aspects to spread across the categories — in the case of Body, you often need more specificity; other categories might have different needs. In your response, you basically suggested adding another layer below that one, which presumably isn't copied across the categories. 2. “Supernatural” doesn't necessarily work best as a category. Consider a game that has chi powers, psionics, and spirit magic: in such a setting, it might make more sense to have supernatural attributes in each of three categories: Body for chi powers, Mind for psionics, and Spirit for spiritual powers. Bardic magic might work better drawing off of social traits instead of dedicated supernatural attributes. Divine favor may be best left completely divorced from attributes. And so on. Quote:
Yeah; Technomancers were a much later development. Basically, they're people who can interface with the Matrix without the need for any hardware, be it a deck or an implant. Not technically “magical”, per se; but very definitely not technological. Basically, they're what you get when you let the Machine Telepathy Power (with an ambiguous Source) into a setting that uses Netrunning rules. In terms of your suggestion, the “supernatural” traits that a Technomancer might have could correspond to the traits that a cyberdeck has. |
||
Tags |
alternate gurps, pyramid |
|
|