01-31-2005, 05:41 PM | #51 | ||
MIB
Join Date: Sep 2004
Location: Melbourne, Australia
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Re: GURPS sex/class/race templates
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01-31-2005, 05:47 PM | #52 | |||
Join Date: Nov 2004
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Re: GURPS sex/class/race templates
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01-31-2005, 06:26 PM | #53 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: GURPS sex/class/race templates
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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01-31-2005, 06:31 PM | #54 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: GURPS sex/class/race templates
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__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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01-31-2005, 06:56 PM | #55 |
Join Date: Oct 2004
Location: Daytona Beach area
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Re: GURPS sex/class/race templates
I think we can all agree that men and women are DIFFERENT. Women have complained for a long time that medicines are made for MEN, and that they assume they will be good enough for women, but there are many cases where women should not be taking the same medicines as men.
I think we can all also agree that a GENERIC starting point for women would include having a lower strength level. That doesn't mean she can't buy her strength right back up and nothng has happened, but for the GM looking to make a fairly realistic NPC will need to take into account that the overwhelming majority of women average out to be slightly less strong than the overwhelming majority of men. Were this not true, we would not see so many male-dominated cultures, nor women being the victims of more physical abuse. There are plenty of other advantages and disadvantages that are based SOLELY on the gender of the person, many of them social, some physical, and some mental. Women think differently than men; that doesn't mean they do any worse at it, but how would you make a fair test that didn't invalidate itself by trying to compensate for the differences? You can't; we'll just take it on faith that our brains are different but equal, and our bodies are different but equal, but one of those differences is that men are stronger than women. I would have no trouble believing they are also more dexterious, though I would probably give it to them in manual dexterity or something like that for game-balance purposes.
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01-31-2005, 07:00 PM | #56 | |||
Grim Reaper
Join Date: Aug 2004
Location: Italy
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Re: GURPS sex/class/race templates
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Now you are beginning to be offensive. Quote:
2) templates can be used for NPCs and world building. 3) if some players have fun playing average people why on earth you keep bashing them from forum to forum? (I refer to yours rpg.net posts) Quote:
The only thing you have been good about is to write a buch of half documented opinions. No facts.
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bye! -- Lut God of the Cult of Stat Normalization |
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01-31-2005, 09:03 PM | #57 | |
Join Date: Aug 2004
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Re: GURPS sex/class/race templates
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01-31-2005, 10:42 PM | #58 | |||
MIB
Join Date: Sep 2004
Location: Melbourne, Australia
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Re: GURPS sex/class/race templates
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We can't model other differences, because they're not statistically significant. The difference between male and female sprint performance over 100metres is 1 second. This, they say, is significant. The difference between African and European sprint performance over 100metres is 1 second. This, they say, is insignificant. Why? Could it be because those writing are male, and European? Could that be the reason that a 10% difference in high-level competition is significant, except when it's not significant? I didn't post this on rpgnet, because it'd be instantly reported as a Rule 5 violation. Whereas here, well, if uncle ted can get away with saying, "all moslems are terrorists", I ought to be able to say that women have better dexterity than men without getting banned. Quote:
Look, if people are thinking that strength's the only statistically significant difference between men and women, and that class and racial differences are non-existent, they're simply wrong. What I'm trying to show is that the guys who talk about giving male characters free extra strength, they don't really want a "realistic" game. They want a game that looks like an action movie. Because if they wanted a "realistic" game, then they'd put in other gender/race/class differences, and they'd have 85% of people have some version of the Pacifism disadvantage. Yet they don't. So, obviously, either they don't want "realism", or they don't know what "realism" is beyond action movies. Or, more likely, they haven't thought it out. Rpg forums, this one included, are full of rules queries and game discussions that show people haven't thought things out. I don't mean, someone missed half a line on page 476. When the rules are so long, everyone will miss something. I mean, they're asking questions which show that they've never actually tested the rules in play, and/or that they've not tried to see what the real world's like before trying to match it to the rules - it was in a movie I saw. When gamers say, "realism", they don't mean, the real world - they mean, Die Hard. You can get bruised, but you live, everyone's a ruthless killer except the girls, and the role of the girls is to stand around screaming. Quote:
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01-31-2005, 10:45 PM | #59 | |
MIB
Join Date: Sep 2004
Location: Melbourne, Australia
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Re: GURPS sex/class/race templates
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Whether the higher DX comes from "look before you charge" or pure DX is irrelevant in GURPS terms. If you fall over a lot, you must have low DX. If you fall over less than some other guy, you must have higher DX. GURPS does not model testosterone and aggressiveness in sports and joint and muscle and tendon strength etc etc. It just calls all this, "ST, HT, DX." So, in GURPS terms, women have higher DX than men. |
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01-31-2005, 10:49 PM | #60 | |
MIB
Join Date: Sep 2004
Location: Melbourne, Australia
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Re: GURPS sex/class/race templates
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But I already mentioned that above. |
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