01-11-2010, 08:40 AM | #811 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Resolved,There is no point to statting up anything that is not a PC
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And if you look just a little to the left of that box, around entry for 13, it clearly states: "most normal humans have scores in the 8-12 range." |
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01-11-2010, 08:42 AM | #812 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Resolved,There is no point to statting up anything that is not a PC
Quote:
What point costs are preventing is players gaming the system. If players could just take any traits they wanted for their characters, free for the asking, some players would want to have characters who could never be beaten or challenged. Or if a trait had a really low point cost, the players who obsess over effectiveness and "bang for the buck" would spot that trait and make a point of always taking it, in order to get characters who could outdo anyone else's characters. And that would both undermine character plausibility and make the game less fun for players who didn't think that way. So GURPS point costs try to remove system hacks of that kind. In effect, point costs are a game design feature that safeguards against excessive gamism. All of which makes point costs less important for NPCs. If you're a GM and you want to dominate play time, you can do so, by making the PCs ineffective. Or if you want an NPC to talk all over the PCs, you can build the NPC on an unlimited number of points, or give them abilities the PCs can't have and can't counter, or have the environment favor the NPCs, or just fudge the dice roll. On the other hand, if you don't want the NPCs to dominate the PCs, you don't have to. Still, I find that point costs are a handy rough gauge of how much a character's presence warps the narrative of a campaign. Assigning NPCs more point costs increases the likelihood that they will dominate PCs narratively; thus, by boosting or lowering point costs, I can adjust the dramatic presence of an NPC to better fit what I'm aiming for—to dominate the PCs as much or as little as I think suitable. It's not a perfect measure nor an infinitely precise one, but it has greater than zero usefulness. On the other hand, it's not a challenge rating type of thing, because there are so many ways in GURPS for a character to be narratively important other than combat. But I'm not a combat-focused GM, so that doesn't worry me. Bill Stoddard |
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01-11-2010, 08:51 AM | #813 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Resolved,There is no point to statting up anything that is not a PC
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I find that adjusting the traits themselves, skill levels and abilities, disadvantages and so on, is the only way to produce such a fit for me. I tried using point costs and the fact that points spent on an area of the NPC which did not come up in the encounter still count for the total skewed the analysis so much that the presence of points did more obscure the question than illuminate it. Given what points represent and how NPCs are different from PCs, I think that using points for NPCs has a lower than zero usefulness for most GMs. That is, it adds no information that the actual capabilities and personality of the NPC did not already contain and it all too often ends up acting as a red herring for GMs. I have on numerous occasions acknowledged that there may be a section of gamers who think sufficiently differently from me to make this incorrect in their case. I do not believe, however, that these people are in the majority or even a significant minority. Additionally, I think that many of those who currently prefer to use the character creation system in full to construct NPCs would be much better served with a specific system designed explicitly to create NPCs.
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01-11-2010, 08:59 AM | #814 | ||
Join Date: Dec 2006
Location: Houston
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Re: Resolved,There is no point to statting up anything that is not a PC
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I don't play any other systems. There may be a better one for gamist games, but GURPS is working great NOW for what Im running, so Im hesitant to accept that a gamist set up plays to GURPS weaknesses. If it does, I cant tell :) Troop: You're right on the money. The last saving grace of this thread is that by showing other people how we as GM's have fun with our groups it might inspire others. On you setting your line at 10, I'm with you. It makes sense in my head that an average guy doing somehting of average difficulty that requires no real training has a 50% chance to do it makes sense in my head. Not EVERYONE is average, but having that line to bounce around is a handy and efficient way to stat NPCs quickly. Quote:
I normally do it by thinking about how likely it should be that the party succeed and the rest follows from that. For example, What strength should a binding attack be? If I want the strongest player in the party to have a 20% chance of breaking it through quick contest, that math is manageable and easy to do. Nymdok Welcome back my friends to the thread that never ends. We're so glad you could attend! Come inside! Come Inside! |
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01-11-2010, 09:22 AM | #815 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Resolved,There is no point to statting up anything that is not a PC
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Bill Stoddard |
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01-11-2010, 09:35 AM | #816 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Resolved,There is no point to statting up anything that is not a PC
Quote:
But even if we were to compare only those NPCs who appear on multiple occasions, that still doesn't make equal point costs anything close to equal utility. In the case of PCs, that is somewhat ameliorated by the fact that a PC will generally only select a trait if he foresees some use for it. For NPCs built to be as realistic as possible, many expensive traits will be irrelevant to the character. The fact that a given NPC once studied a competative sport and was good at it despite physical mediocrity might never impact his interactions with the characters, even in hundreds of sessions. In fact, if the competative sport is one that the players or their characters are not interested in and if it grants no abilities useful in day-to-day life, that's pretty probable. Military service in the past sounds like it should become relevant and in fact, it often does. But not in any way that would make it relevant whether I spend 50 points and a lot of time statting out their military education or just mentally note the effects on their personality and behaviour during times of stress. The former elite forces sergeant with 20 years of service who know works as a merchant (and is worth, oh, let's call it 320 points) and the merchant who is very good at his job due to his ambition to better the life of his family (and is worth about 0 points) might both be important or neither of them might be*. Their point value doesn't tell me anything about them that their life stories and mental feel for them as characters hasn't already told me. *Both present in my campaign, but which one the players hire will determine who makes more than one appearance.
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01-11-2010, 10:17 AM | #817 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Resolved,There is no point to statting up anything that is not a PC
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01-11-2010, 10:48 AM | #818 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Resolved,There is no point to statting up anything that is not a PC
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I used Goal Seek in Excel to find what sigma would give me that proportion of people (1 in 600M) at a score of 20+ using 1-normdist(20,10,SIGMA,TRUE). That value is 1.69. Looking for the fraction of people between 8 and 12, I did this: NORMDIST(12, 10, 1.69, TRUE) - NORMDIST (8,10,1.69, TRUE) That value is 76.33%, so something about my original typing must have had an error in it, since my methodology was the same from last night to today. Oops.
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01-11-2010, 11:08 AM | #819 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: Resolved,There is no point to statting up anything that is not a PC
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[Quote 2] B14: "Most characters have attributes in the 1-20 range, and most normal humans have scores in the 8-12 range." [Quote 3] B14: "10: Average. Most humans get by just fine with a score of 10." I don't know how you read those statements, but here is how I read them. Most humans (rather than Orcs or Elves) have attributes that fall between 8 and 12 [Quote 2]. Those are your general limiters. Within that span, not only is 10 the human average [Quote 1], but most humans also have a scores of 10 [Quote 3]. I see no where in this section the implication that 8-12 are evenly distributed. The book says 10 is the human average [Quote 1], and that most humans have a score of 10 [Quote 3], so I go with that. When I customize those scores, I tend to stay within the normal human ability range of 8-12. [Quote 2] I don't read the phrase "8-12 range" as being equivalent to "8-12 average." |
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01-11-2010, 11:28 AM | #820 | |
Join Date: Dec 2007
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Re: Resolved,There is no point to statting up anything that is not a PC
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Tags |
crunchy, faq, no-wing, wing |
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