12-14-2018, 11:03 PM | #31 |
Join Date: Mar 2014
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Re: An Argument against Stat Normalization
My main problem with stat normalization is that it doesn't allow for very large ranges of ability. In real life, there are contests for which for which person A will beat person B every time*, who will in turn beat person C every time, and so on for D, E, F, G, H, I.
*As in at least as often as the probability of making a skill 16+ roll. |
12-14-2018, 11:21 PM | #32 | |
Join Date: Jul 2008
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Re: An Argument against Stat Normalization
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Regular contests may give a sharper dependency on skill level? Not sure, I'd need to examine the math further.
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12-14-2018, 11:32 PM | #33 | |
Join Date: Mar 2014
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Re: An Argument against Stat Normalization
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Regular contests often have an even lower dependancy on skill level (which is why I don't relly like them). |
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12-14-2018, 11:43 PM | #34 | |
Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
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Re: An Argument against Stat Normalization
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12-14-2018, 11:44 PM | #35 | |
Join Date: Dec 2006
Location: Meifumado
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Re: An Argument against Stat Normalization
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
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12-14-2018, 11:45 PM | #36 | |
Join Date: Aug 2004
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Re: An Argument against Stat Normalization
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But see my thoughts about point accounting in general in my signature… Frankly, I agree with the preference for stats that cap out at a fairly low level all things considered (e.g., 14 for attributes, 20 for skills), with further competence being represented by penalty mitigators that don't makes you “more competent” so much as they let you maintain your peak performance under increasingly severe conditions. It's one reason why I prefer encouraging players to invest heavily in Techniques — which, to the extent that I still use point accounting, would be done by making most Techniques cheaper. Anyway, could someone please explain what “stat normalization” even is? I feel like I should know; but it isn't readily apparent to me. |
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12-15-2018, 12:23 AM | #37 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: An Argument against Stat Normalization
Which is why I'm a member of the Cult of Stat Depression. Note, not "normalization", but reducing the impact Attributes have on defaults and skills.
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12-15-2018, 01:03 AM | #38 | |
Join Date: Oct 2008
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Re: An Argument against Stat Normalization
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In my current high power fantasy campaign the challenges scale with "adventures". Those are separate missions to be accomplished within the main storyline. --- The base difficulties are: Adventure number-15 for mundane things(meant for everyone to to succeed mostly) Adventure number-10 for very easy things(not meant as challenge, but not meant for everyone to succeed) Adventure number-5 for easy things(meant to require a bit of trying) Adventure number for challenging things(meant to require use of resources/time) Adventure number+5 for very challenging things(meant to require use of lot of resources/time) Adventure number+10 for “impossible” things(not meant to succeed likely) --- The characters are currently in adventure 30, so the -37 is among the tasks that might succeed for the specialist when everything goes right in random skills. Then there is the occasional "if you combine silly enough bonuses for a skill that is the main focus for one character you might succeed". As example for such we had recently a challenge of history with success by up to 100 giving higher and higher results with the 100 giving all things. The characters succeeded by 102.. But that was because one of the main focuses for one of the character is history, and they spent a lot of resources to both reduce penalties and to give a bonus. Resources being such things as character points, timed powers(like per session or game day/week/month powers), powerful loot that works as reagents and much more. But in other campaigns a -3 makes things basically impossible. So what skill and stat levels are expected depend fully on the campaign. |
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12-15-2018, 06:31 AM | #39 | |
Join Date: Feb 2016
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Re: An Argument against Stat Normalization
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For example, you have a character with IQ 16 defaulting First Aid at 12. Under controlled circumstances, they would function as someone with skill 12. Under stressful circumstance, like in very poor lighting (normally -4 to skill), they would suffer an additional -4 because of their low relative skill, meaning that they would function at an effective skill of '4' rather than the effective skill of '8'. Conversely, a paramedic with IQ 10 and First Aid at skill 14 would ignore the penalty completely, as their experience has prepared them for such circumstances. |
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12-15-2018, 10:21 AM | #40 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: An Argument against Stat Normalization
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Gunslinger [25], High Pain Threshold [10], Night Vision 9 [9], a quick point in Armoury (Small Arms) [1], and Targeted Attack (Rifle Shot/Vitals) at its maximum [3] add up to 48 points. That's +12 to Guns, and should go a long way toward canceling penalties for you. Which said, those traits could also halve severe pain from -6 to -3, eliminate the -9 for darkness, take away -2 of the -3 for targeting the vitals, and let you add half rifle Accuracy (round up) without aiming for +3 to negate the -3 for the rifle being in poor shape, which is an effective +17. And they have uses outside of this one. I'd take the other stuff, not more Guns.
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