10-23-2017, 07:51 AM | #1 |
Join Date: Jul 2009
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Bang Skills vs raising IQ
Suppose you had a gadgeteer character in an IOU campaign, and you were going to advance him by 25 points. He has put 12 points into Science! and it will take him 12 more points to raise Science! by a level. It would take 20 points to raise IQ, but if you only raised IQ and not Will and Perception along with it, it would only be 10 points.
Now, it could be argued that by raising your IQ by 1 and not increasing your Perception and Will accordingly, that is not a 10 point advantage but a 20 point advantage and a -10 point disadvantage, and that disadvantage should count against your disadvantage limit. But a) I am not sure disadvantage limits apply after character creation, if you gain an enemy or secret or lose a limb after character creation, it just happens, it doesn't conflict with the disadvantage limit and b) I am not sure why increasing Intelligence independently from Perception and Will doesn't make sense. |
10-23-2017, 08:16 AM | #2 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Bang Skills vs raising IQ
Ahh, the old IQ! is 10 points problem.
I have a few reasons why it won't work, but I should first say that buying IQ without PER and WILL is a big enough deal that I use a very common house rule that says Perception and Will start at 10, not at IQ, and IQ costs 20 points. This is most notably advocated on the myGurps site. I use this for all but the most combat oriented or template-centric games I run. Now for reasons not to do the IQ without Per and Will (referred to as IQ!) for 10 points: 1) Wildcard skills are not mere bonus's to skills. They include wildcard points, which are almost as good as luck or destiny. 2) Gaining disadvantages in play is a little iffy. I wouldn't waive the disadvantage limit if I was using one. 3) Raising IQ and lowering Per and Will is a little munchkinish. The GM is within his rights to just say "No". That said, its generally a valid build, a smart decision, and if you really want it fixed, use the rule I started off suggesting.
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10-23-2017, 09:10 AM | #3 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Bang Skills vs raising IQ
Disadvantages gained in play just lower your point total without giving you extra points, so if you bought up IQ by one and then I guess suffered some brain damage to lower your Per and Will by one each it would still cost you 20 points, and just lower your total by 10.
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10-23-2017, 09:37 AM | #4 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Bang Skills vs raising IQ
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10-23-2017, 09:46 AM | #5 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Bang Skills vs raising IQ
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10-23-2017, 09:48 AM | #6 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Bang Skills vs raising IQ
Start at 10, not at IQ. Good Catch. Fixed.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
10-23-2017, 12:44 PM | #7 |
Join Date: Dec 2006
Location: Meifumado
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Re: Bang Skills vs raising IQ
Note that this is introduced in the Power Ups: Wildcards book, not in the Basic Set, in case people were wondering.
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10-23-2017, 01:05 PM | #8 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Bang Skills vs raising IQ
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10-23-2017, 03:48 PM | #9 |
Join Date: Aug 2004
Location: U.K.
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Re: Bang Skills vs raising IQ
Wildcard skills (and Talents) are most interesting when they encompass both DX-based and IQ-based skills.
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10-23-2017, 05:32 PM | #10 | |
Join Date: Dec 2007
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Re: Bang Skills vs raising IQ
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