07-01-2017, 03:17 PM | #32 | |
Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
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Re: DJ's Gaming Blog
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But totally divorcing attributes from skills? I do see the appeal, and as you point out, it's not even just for gamism and ease of use, there's some simulationist aspect about it, too, with "intelligence" and "talent" being rather vague and often interchangeable aspects (I still think that the non-GURPS concept of IQ is a serious atrocity, at least almost nobody takes Briggs-Meyers stuff or D&D alignments seriously). I'm just wondering where this leaves us with DX and especially IQ. What's the remaining role for those attributes? Some popular house rules already took us half way to HERO 6Es "No derived stats", i.e. when Per and Will are removed from IQ. Now if skills are, too, we might as well ditch it. DX serves as some kind of quasi-default for purely physical actions, but that can be solved by just moving that to a proper skill. On the other hand, one could solve a few of your points easily with some technical assistance: If we agree that IQ and DX are more about adaptability than just being a math wiz or gymnast, then starting with skills for defining your character is a good point. But then the computer comes in and "min/maxes" your character, i.e. moves points to IQ/DX if that results in a cheaper build. That way building a character is as fast, using RAW. Just spitballing here. I do find the idea quite intriguing. Defaulting from attributes, talents, incompetences, it all goes away and why someone is competent at a certain group of abilities is more a narrative concept (or your own personal view of developmental physiology and psychology, nature vs. nurture etc.). |
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07-01-2017, 04:39 PM | #33 |
Join Date: Aug 2009
Location: OK
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Re: DJ's Gaming Blog
I already have the rules for this done. I should get a post up with them fairly soon.
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
07-01-2017, 06:14 PM | #34 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DJ's Gaming Blog
Ok, that's one approach.
Starting skills at 8 seems like a good idea. I'm a little worried about how deep that makes some skill holes. its costs 16 points to have an 11 with a sword. I'd probably be tempted to either skip a melee weapon entirely or to go all out. Your skill list is missing guns. Do you know how this changes effective point values? I'm assuming it generally requires more points to play the same concept...
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07-01-2017, 06:49 PM | #35 | |||
Join Date: Aug 2009
Location: OK
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Re: DJ's Gaming Blog
It costs twelve points, actually. Four points raises the skill to 9, then four more points raises the skill to 10, then four more raises it to 11, for a total of twelve points.
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If this is a serious enough problem, it could be worth looking for solutions. I don't know what the simplest option would be. Perhaps the first level in a skill could always cost one point. It adds complexity to the rules and slightly favors the better skills. Quote:
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My inclination is to leave the character point totals the same. A hundred point character can still be the world's best swordsman and still have plenty of points left over. And that's the best skill in most games where you'd want it. You could easily take plenty of the other, cheaper, skills at a high level.
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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01-16-2019, 01:36 PM | #38 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: DJ's Gaming Blog
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What about Techniques? You're rather pricing them even more out of favor by reducing skill costs below 4 per level. |
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01-16-2019, 03:48 PM | #39 | |
Join Date: Aug 2009
Location: OK
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Re: DJ's Gaming Blog
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Or you could just divide the cost of the techniques by the reduction that has been applied to the skill price in my pricing system. If a skill costs half as much as it did under the RAW (2/level instead of 4/level), then you can now charge half as much per level of the technique. The only real issue I see here is one of point granularity. If you want to buy a technique of a skill that costs 1/level, then maybe that technique should cost a quarter of a point per level, and we don't have quarter-points. If you're willing to go that far, I wouldn't necessarily be opposed. There are plenty of different ways to do this that seem reasonable. I would just pick which one you like the most and try it out. My perfect world pie-in-the-sky solution would be to multiply all the trait costs by ten, so we would have the granularity to do things like apply modifiers to traits that now cost only a single character point. But even I am reluctant to go that far. I'd have to have players extremely devoted to messing around with the rules to try that out.
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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01-30-2019, 02:56 AM | #40 |
Join Date: Aug 2009
Location: OK
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Re: DJ's Gaming Blog
GURPS House Rule: New Advantage - Bestow
This is one I've been working on for a while. If you've been in the IRC channel or the Discord, you've probably seen me talk about this one at some point in the past few years. But since the topic came up here on the forums recently, I thought I would post it here as well.
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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