01-07-2018, 06:46 PM | #111 | |
Banned
Join Date: May 2017
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Re: Realistic Point Gains
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01-07-2018, 07:04 PM | #112 |
Join Date: Jul 2008
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Re: Realistic Point Gains
I think you might do well to compose an explanation of the general nature of the game or games involved here, because you're fairly consistently leaving people baffled on that point.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
01-07-2018, 08:04 PM | #113 | |
Banned
Join Date: May 2017
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Re: Realistic Point Gains
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It is a simulation game taking the Earth as a base and forcing some alternate reality upon it. First I generate a population taking 10 as average and 1 as standard deviation, I make the world population 7.6 billion thus getting (after dropping decimals and considering that the same number goes for each the highest and the lowest stats, so 7 people with IQ-16 and 7 more with IQ-4) attribute-(16/4) number of people in the world 7 attribute-(15/5) number of people in the world 2.178 attribute-(14/6) number of people in the world 240.701 attribute-(13/7) number of people in the world 10.259.225 attribute-(12/8) number of people in the world 172.901.003 attribute-(11/9) number of people in the world 1.205.779.930 attribute-(10) the rest then I try to draw some lines as for skills, based on some Kromm posts and Who´s Who books, this time setting 12 as an average and 1,5 as standard deviation: skill (7-) Unskilled. skill (8/9) Beginners. skill (10/11) Most background and secondary job skills for ordinary folks. skill (12/13) Most job skills for ordinary folks. skill (14/16) The most seasoned of ordinary folks. skill (17/19) Extraordinary world-class experts. skill (20/21) Top experts from all of history. skill (22/23) Historical best. skill (24) Maximum human capacity. this meaning that it takes over 76 billion people to find a skill-22, and almost 9 trillion people for a skill-23, but since this is just a distribution, some exceptions can be made where reasonable. With this data, I take a point in the timeline, from here on, I start bringing accounting from Back to School and Campaign Basic Set for introducing changes, I determine that these NPCs start their company when they are twelve based on the history of Cory Nieves, who started a company at ten. Since they got pretty high skills by this time, and they are midly popular and come from wealthy families, I set up their wealth as Filthy Rich (x100), and use some alternate GURPS rules to come with a networth of 6.4 millions each. They put that together and start looking for investors according to Social Engineering with Streetwise-14, Savoir-Faire (High Society)-16, Administration-18 and Finance-24, getting as much as "2 x 170 x monthly salary" for a total of 101.2 millions, for which they pay a bit over 13 millions a year for a total loan cost of 130,08 millions. Since their skills are so high and after looking at Apple, I set the company CAGR at 36%, getting to over 175 billions in book value after twenty-two years of activity. They also develop cutting-edge small computers, vatbrain personal computers, artificial intelligences, realistic-flesh robots, cancer vaccines, extended lifespan drugs, accelerated learning drugs, less sleep drugs, mutation repair treatments, HyMRI scanners, human gengineering, human biomod transplants, human genetic surgery techniques, limb transplant techniques, biofabs, bad back repairing techniques, a fast vatbrain megacomputer, an enhanced version of ebola, bodysculpting techniques, canidae gengineering, canidae biomods, smart mosquitoes, smart ants, felidae biomods, head transplant techniques and quite a few artwork... Continues in the next post so this does not get lost if the connection fails. |
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01-07-2018, 08:15 PM | #114 | |
Banned
Join Date: May 2017
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Re: Realistic Point Gains
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One of them gets to develop: Terraforming techniques, a couple of advanced spaceship designs, multiple human cybernetic modifications and advanced weaponry. This character´s goal is to rule over the world by force, starting by taking Russia with a private army. The other develops: Brain scanners, sensie technologies and psych implants. This character´s goal is to acquire control over the world, he started by fixing the prison problems in North America for money and is currently running for president. And this brings us to the current date, I think I have not forgotten anything, buy you can ask whatever you want. |
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01-07-2018, 08:22 PM | #115 |
Join Date: Jul 2008
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Re: Realistic Point Gains
You only briefly said anything about an actual game at the end, in the second post. What mass of logic you've got behind justifying your NPCs is not (in any obvious way) relevant to what happens at the (physical or metaphorical) table.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
01-07-2018, 08:45 PM | #116 |
Join Date: Feb 2016
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Re: Realistic Point Gains
I disagree with the population distributions for IQ. When it comes to IQ distribution, I assume that IQ 10 encompasses fifty percent of the population, IQ 9- encompasses twenty-five percent of the population and IQ 11+ encompasses twenty-five percent of the population. The exact distribution that I use for my games is IQ 11 at 20%, IQ 12 at 4%, IQ 13 at 0.8%, IQ 14 at 0.16%, IQ 15 at 0.032%, IQ 16 at 0.0064%, etc. High IQ characters will tend to have Per and Will up to four levels above or below their IQ, which will explain a lot of intellectual variation.
In addition, I assume that the maximum skill possible in my games is equal to (Attribute plus Advantage plus 10). An IQ 16 character with Mathematical Ability 4 could reach Engineer-30 while an IQ 10 character without Mathematical Ability could only reach Engineer-20. Skills beyond 30 are possible, but the number of people who would bother to develop any skill beyond 25 are vanishingly small because of diminishing returns. When it comes to education in the USA in my games, I assume that a character must have an effective IQ 8+ to complete a high school degree, IQ 9+ to complete an associate's degree, IQ 10+ to complete a bachelor's degree, IQ 11+ to complete a master's degree, and IQ 12+ to complete a doctoral degree. Higher IQ characters tend to do better than lower IQ characters. Talented characters tend to do better, work less hard, and have their talents recognized by their peers more than untalented characters. |
01-07-2018, 10:10 PM | #117 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Realistic Point Gains
Intelligence doesn't follow a smooth bell curve. It takes everything to go right to be at the top, but only one bad thing to put someone at the bottom.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
01-07-2018, 11:25 PM | #118 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Realistic Point Gains
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Bill Stoddard I don't think we're in Oz any more. |
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01-07-2018, 11:38 PM | #119 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Realistic Point Gains
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If nothing else, I don't think you can say, "Here is the way the GURPS mechanics works, and I'm using that as a model of reality, so whatever it produces is realistic." I think the way GURPS is meant to be used is that you decide what the world/setting is like—it can be "realistic" if you want, defining that either by your own personal judgment and sensibilities, or by coming up with a statistical model (which need not use GURPS in any way at all)—and then figure out how to represent whatever it contains in GURPS terms, so far as needed for running your game. The GURPS mechanics comes in after the world modeling, not before. I'd also note, but as a minor point, that I don't think "1 point equals 1 standard deviation" is even suggested in any GURPS book. If you're actually rolling dice, one standard deviation equals 2.958 points, but I wouldn't apply that as an actual basis for interpretation. GURPS attributes are more handwavy than that, and any interpretation that +1 on an attribute equals such and such fraction of a standard deviation is likely to be overspecific, though of course you're free to do so if you like.
__________________
Bill Stoddard I don't think we're in Oz any more. |
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01-07-2018, 11:56 PM | #120 |
Join Date: Aug 2005
Location: New Orleans, LA
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Re: Realistic Point Gains
To the OP, what, exactly are you trying to discover in this post that hasn’t already been answered by the very knowledgeable posters here already? If you just want to post info on your campaign do that. If you’re trying to get the consensus of posters here to agree with you, I don’t think that’ll happen as they seem to disagree with most of your base assumptions, and that’s fine as it’s your game but do you have anything substantive to ask that hasn’t already been answered?
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