07-06-2018, 08:59 AM | #11 | |
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Re: Attribute levels and their meanings.
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Last edited by Alonsua; 07-06-2018 at 09:18 AM. |
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07-06-2018, 09:10 AM | #12 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Attribute levels and their meanings.
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I actually think I would say that the answer to that particular feat is more like, "You can't do it no matter how skilled you are." Kind of like, no matter how much skill you have, you can't fly by flapping your arms. There's no "flapping your arms" technique, but there's also no skill that's suitable. If I were going to face players with that level of challenge, it would be in a campaign where their characters had superpowers, or high-end magic, or in some cases Cosmic abilities. I wouldn't ask them to do physically impossible tasks, assess huge skill penalties, and then let them buy skills up to godlike levels to counter those penalties. I have played a character in a supers campaign who had DX and Per 19. She was already superhuman; she was the combat monster of the campaign and could do just way over the top things. Requiring tasks that need scores substantially higher than that is not my idea of designing a campaign properly.
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07-06-2018, 09:12 AM | #13 | |
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Re: Attribute levels and their meanings.
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07-06-2018, 09:27 AM | #14 | |
Join Date: Jun 2006
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Re: Attribute levels and their meanings.
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No that doesn't agree with the cult of stat normalization well at all, but IQ/10 is little better. It's worth noting that IQ tests (and pretty much all other kinds of tests) tend to be almost uselessly unreliable for anything more than 2 or 3 standard deviations from the mean. This is also about where 3d rolls break down (3 deviations from 10.5 falling at about 3 and 18) which probably has a lot to do with why such a simplistic mechanic actually gives reasonable looking results a lot of the time, and why it tends to be difficult to benchmark scores outside that range - you mostly couldn't reliably distinguish people outside that range in the real world either.
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07-06-2018, 09:27 AM | #15 | |
Join Date: Dec 2006
Location: Meifumado
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Re: Attribute levels and their meanings.
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However, I'm not qualified to speculate as to whether "high wind experience" is a valid technique, thus whether it's a good example of such a situation.
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07-06-2018, 09:40 AM | #16 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Attribute levels and their meanings.
The standard deviation of 1d6 is about 1.7. Multiplying by the square root of three gives 2.96, or approimately 3. That actually supports taking 1 GURPS IQ point as being 5 IQ points better than your figure of 2.5 does.
But I don't think that "where you are on a normal distribution" maps reliably to "how likely are you to succeed at a given task." And the latter is what GURPS stat and skill rolls are used for.
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Bill Stoddard I don't think we're in Oz any more. |
07-06-2018, 09:43 AM | #17 | |
Join Date: Oct 2005
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Re: Attribute levels and their meanings.
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07-06-2018, 09:47 AM | #18 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Attribute levels and their meanings.
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Bill Stoddard I don't think we're in Oz any more. |
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07-06-2018, 10:17 AM | #19 |
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Join Date: Mar 2012
Location: far from the ocean
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Re: Attribute levels and their meanings.
I have to say I object to hard and fast rules for what attribute averages. I've seen too much variance, and different genres need different numbers. The average skill of an NPC is something I decide when building a campaign.
An skill or attribute score (with the exception of ST) is a percentage chance of something happening). Everything else is auxiliary. And I reserve the right to make the vast majority of my setting more or less competent as I see fit.
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07-06-2018, 10:26 AM | #20 | |
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Re: Attribute levels and their meanings.
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