02-05-2023, 09:11 PM | #21 | ||
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Limiting racial language proficiency
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So, say a caveman racial template has IQ-2 [-40]. What is to keep a player from just improving that to IQ 15? It seems wrong for a "stupid" race to be able to do that. Quote:
And indeed my most profoundly stupid uplifted animal has IQ-2 [-40]. Thus far. More are coming. GURPS Ice Age gives some proposed IQs for primitive hominins, though that's 3rd edition IQ- not sure if it differs much. Australopithecines IQ-4 Homo habilis IQ-3 Homo erectus IQ-2 Neanderthals IQ-1 Archaic Homo sapiens IQ-1 Cro-magnon and other modern humans, normal IQ So I guess the question is, can we envision an IQ 12 Homo erectus? I admit that I'm kind of having a hard time with that, but it might be minimally acceptable.
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 02-05-2023 at 09:24 PM. |
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02-06-2023, 01:45 AM | #22 |
Join Date: Sep 2019
Location: UK
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Re: Limiting racial language proficiency
Animal templates often seem to have Taboo Trait (Fixed IQ) on them, maybe you're thinking of that? I'm not sure, though.
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02-06-2023, 06:25 AM | #23 | |
Join Date: Jun 2013
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Re: Limiting racial language proficiency
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Personally, I have no issue with there being the rare intelligent version of an otherwise-stupid species. You've just got to keep in mind that this individual is extremely exceptional amongst his or her species. A human with IQ 12 is notably intelligent - an uplifted chimpanzee (or whatever) with IQ 12 is a genius. But if you prefer your uplifted animals not be able to be as intelligent as some humans, you'll simply want to set a limit as a Taboo Trait. There's also an in-between option, where the species has a Taboo Trait limiting their IQ to 9 or less, but you can get IQ higher with an appropriate Unusual Background, functionally making IQ above the limit more expensive.
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GURPS Overhaul |
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02-06-2023, 07:48 AM | #24 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Limiting racial language proficiency
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02-06-2023, 09:12 AM | #25 | |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Limiting racial language proficiency
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I mean, let's do some math. So just on a lark let's say that I could only think of three more skills, plus the eight example skills is 11. But two of them double the penalty, so for an Accented limitation anti-talent it would be [-13], which is nearly the same as Cannot Speak, which is insane. It would cost [-39] for a Broken limitation anti-talent. And there are clearly a lot more skills that would be affected by language proficiency. So this doesn't pass the reality check, my friend.
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 02-06-2023 at 01:59 PM. |
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02-06-2023, 03:17 PM | #26 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Limiting racial language proficiency
The rules don't pass one or both of the reality check or consistency check.
The effect works just like an anti-talent. GURPS' weird handling of languages is what makes it a mismatch. |
02-06-2023, 03:34 PM | #27 | |||||
Join Date: Jun 2022
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Re: Limiting racial language proficiency
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I long ago discovered that if someone wants to play a Character that can't do things, they look for a way to get paid points to not be able to do that thing they already don't intend to do. So I disallow Anti-talents completely in my games. See, if the Player wants to play a Character sings badly, they can just not invest in the Singing skill or Talents that impact it, done and dusted. In your case, you have to decide how impact this will be in the campaign. Will it be as bad as a Bad Reputation -1 [-5] (5; All the Time, x1; Everyone, x1)? No? Then it shouldn't give that many points... Quote:
Now, if they want to fight the "uphill" battle of both buying up their Cooking and being "Anti-Talented" in it, I'd implement a leveled Quirk: Anti-Talent [Skill] -1/level each level gives -2 in [Skill]. Now it isn't a point croc. Quote:
I still wouldn't allow a Player to get this if they proposed it... but it is your game, and you feel it's worth it, well it sounds reasonable to to the GM who hates the very concept of Anti-Talents. |
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02-07-2023, 12:42 AM | #28 | |
Join Date: Apr 2005
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Re: Limiting racial language proficiency
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Player characters might be able to get around such strictures with an Unusual Background E.g. Unusual Background (World's Smartest Uplifted Frog). It shouldn't cost that much, however, since it mostly factors in the surprise value of such a character. |
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02-07-2023, 12:26 PM | #29 |
Join Date: Nov 2004
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Re: Limiting racial language proficiency
Accented/Broken command of your native language is a disadvantage, per the usual language rules, that would appear on rhe racial template. Being unable to change a particular part of the racial template is a Taboo Trait worth 0 additional points
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02-23-2023, 07:31 PM | #30 | |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Limiting racial language proficiency
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HOWEVER, I just saw "Most have Broken literacy" listed as a 0-point feature for the Doolittle Dolphin (Bio-Tech p.89), so that's an argument in your favor. But that still isn't a cap.
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I'd need to get a grant and go shoot a thousand goats to figure it out. |
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