06-05-2009, 10:52 AM | #21 |
Join Date: Jun 2006
Location: Maple Grove, MN
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Re: Attribute Limits
Hey, I know how you feel, i set a 30% of racial norm soft limit. With a good BACK story i'll allow an extra point or what not.
One gripe i have with GURPS, that Stat growth is completely linear, it takes just as much time to go from 9 to 10 as it does 13 to 14. Anybody that resistance train knows that it gets harder and harder to get gains the more stronger you get. So I allow a character to but (unusal background 10pts) for another 30% of racial norm increase to his stat. (25pts for the next 30%) On a human its 3pts per point point of increase EXTRA, and it satisfies my need to right that linear porgression and give players an opportunities of increased ST. I allow the 30% INCREASE to all the ST realated things.. lifting st, striking st.. what not. Also on the other end of the scale of what Icelander said, ST isn't really the easiest thing to convert in real life. if you can say lift 500lbs in 4 seconds two handed doesn't mean you have 15 ST.. it could mean you have 14 ST with Lifting St...or 13 St with Lifting ST and the Lifting SKILL. or 12 St with lifting ST, the Lifting Skill, AND Using extra effort. There are ALOT of varibles with ST in game and out of game.
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06-05-2009, 11:07 AM | #22 |
Join Date: Jul 2008
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Re: Attribute Limits
GURPS doesn't care how hard it is to increase your strength, for point valuation. It cares how useful it is to increase your strength. If you want people not to buy ST up at unrealistic rates, just require that they justify the increase to your satisfaction.
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06-05-2009, 11:08 AM | #23 | ||
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Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Attribute Limits
Quote:
Quote:
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06-05-2009, 12:10 PM | #24 | |
Join Date: Apr 2006
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Re: Attribute Limits
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Yeah...I had several extremely intelligent and well-educated (multiple degrees, MS and PhD, in mathematics/physics/CSCI/etc.) friends I gamed with. I introduced them to GURPS...and they just tore through the numbers trying to break the system. Attempting to keep them in check forced me to come up with a bunch of characters creation guidelines. Since I stopped playing with them, I've slowly gotten rid of a bunch of those guidelines, but this one sorta made sense to me. |
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06-05-2009, 12:16 PM | #25 |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Attribute Limits
In that case, you have my deepest sympathies.
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06-05-2009, 12:19 PM | #26 | |
Join Date: Sep 2004
Location: Canada
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Re: Attribute Limits
Quote:
The guy who bought his ST down to 10 especially doesn't bend the system out of shape if you're using the technically-optional-but-recommended disadvantage point limits - he's eating up his entire point budget (presuming he could afford that at all) and not actually getting much for his efforts. Playing a crippled Wug might get him some natural DR or other exotic advantages that he couldn't get by playing a ST 10 human - but the crippled Wug still has to pay points for them, they're not "Free".
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06-05-2009, 12:39 PM | #27 | |
Join Date: Jun 2006
Location: Maple Grove, MN
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Re: Attribute Limits
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in gurps, the players break you not the system :-) There is only one thing i can think of that i have found in GURPS that smashes the game to pieces.. and if you've herd me rant, you know what it is!
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I didn't slap you, I just high fived you... to your face. Last edited by LynGrey; 06-05-2009 at 12:43 PM. |
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06-05-2009, 01:51 PM | #28 | |
MIB
Join Date: Apr 2005
Location: Hemel Hempstead, Hertfordshire
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Re: Attribute Limits
Quote:
The thing is, "hardness to increase" is something you as the GM should control but not by making it more expensive pointwise. YMMV of course. Cheers!
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06-05-2009, 02:17 PM | #29 | |
Join Date: Apr 2006
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Re: Attribute Limits
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I remember (wow, coming up on 5 years ago!) one player picked a race with the most negative traits (since those wouldn't count against his Disad limit) which also gave a +2 DX bonus. His outright stated goal was to try to get the most DX bonus he could for cheapest via race. He then proceeded to buy DX up to 19, HT up to 13 and +2.00 Basic Speed to bring his Basic Speed up to 10 ==> Dodge = 13. Throw in a large shield, 2 or 4 points in acrobatics (from DX 19) for acrobatic dodge and retreating. He had a ridiculous dodge and very fast movement. Anything I threw at the party that could catch and hit him would murder the rest of the party. And if I targeted his weaknesses (low Will, sniper missile attacks he couldn't see coming and thus couldn't dodge, etc.), I was accused of punishing that particular player by taking away his 'trick'. This was just one instance. There were a few more instances of players becoming SUPER one-trick ponies for something and I'd get accused of punishing players for playing something they wanted to play when I'd exploit their weaknesses. I guess I got tired of that. Thus The Guidelines were originally created as a first attempt to get them to stop trying to power-game certain things and (I'm a little shamed to say) genericize the stats of the players so they would focus more on the RP of the characters and campaign and less on the numbers of their characters. I do not want to come off as though I'm bitching/whining about players I haven't played with in at minimum 2 years. I'm more trying to give some idea of the frustrations which motivated implementing these guidelines in the first place. Maybe the correct solution was what eventually happened: I just stopped playing with those guys. We were a bad GM-player fit. |
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06-05-2009, 02:35 PM | #30 |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Attribute Limits
Sounds like it.
Here's an idea: rather than imposing your disad limit rules, take the possibility for abuse away by taking away character generation. Don't hand your players the rules. Rather, interview them. Discuss the kind of character they want to play, and then you turn that into stats. Certainly, there would be nothing wrong with a player saying "I'd like this attribute to be pretty good, high levels in skills X, Y, and Z, and something from this list of Advantages," and once play begins you can let them spend their trickle of new points as they will, but if you're the one with your hands on the initial numbers, you can head off intentional abuse from the very start. Might not fly with experienced players used to rolling their own, but new players might find it a bit of a relief.
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Tags |
attributes, house rules |
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