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Old 11-18-2019, 06:38 PM   #11
AlexanderHowl
 
Join Date: Feb 2016
Default Re: The argument for exponential skill costs

It just seems like an unnecessary change to the system. Would you also double the value of Accuracy or Reliable every level, so that Accuracy+10 or Reliable+10 is worth +5120%? Otherwise, people will just buy those enhancements instead of attribute/skill when using abilities.

In addition, how would you represent supers? If ST 20 is costing 5120 CP, then it is going to be impossible to make any super strong character. Heck, how would you represent elephants? With an average of ST 32, they would be worth 20 million CP before modifiers.
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Old 11-18-2019, 06:45 PM   #12
tbone
 
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Default Re: The argument for exponential skill costs

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Originally Posted by Agemegos View Post
It's very hard to buck the trend in a system in which it requires six skills to be a chef.
True, that's a handful of skills to be a chef – but to be clear, that's not a chef in the sense of someone who can cook a meal. It's a chef in the sense of someone who can cook meals, professionally evaluate ingredient quality and prices, operate a restaurant, oversee purchasing for the restaurant, and even grow food – all with an academic grounding in gastronomical history and culture, to boot. Much more than just a cook!

In any case, if anyone really wants to take a nerdy deep dive into exponential skill costs for GURPS, here's the treatise: http://www.gamesdiner.com/escargo

The TL;DR version: A scheme like this actually enables all kinds of nifty tricks. But the big problem, IMO: It's possible to think of reasons why traits like skills or attributes should get more expensive as they get higher . . . but also reasons why they should get less expensive. (See short commentary on that topic here.) In the end, flat costs for attributes and skills (well, once you get to the 4-pt/lvl range, anyway) are so easy to work with, especially in things like templates; it'd be tough to give that up.
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Old 11-18-2019, 06:50 PM   #13
Anthony
 
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Default Re: The argument for exponential skill costs

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Originally Posted by AlexanderHowl View Post
In addition, how would you represent supers? If ST 20 is costing 5120 CP
ST, not being something you roll against, would likely be on a different basis.
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Old 11-18-2019, 06:52 PM   #14
AlexanderHowl
 
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Default Re: The argument for exponential skill costs

You roll against ST in Contests of ST.
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Old 11-18-2019, 06:55 PM   #15
Anthony
 
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Default Re: The argument for exponential skill costs

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Originally Posted by AlexanderHowl View Post
You roll against ST in Contests of ST.
You probably shouldn't.
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Old 11-18-2019, 06:59 PM   #16
David Johnston2
 
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Default Re: The argument for exponential skill costs

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Originally Posted by Anthony View Post
GURPS 4e skill costs are on a doubling scale for the first two levels before turning flat; physical skills in 3e actually had four doublings. There is, however, a reasonable argument for keeping doubling forever..
It will of course be insane to design any highly skilled starting characters. Everything should be spent on characteristics and talents with just one point for the skills you need.
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Old 11-18-2019, 07:35 PM   #17
Anthony
 
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Default Re: The argument for exponential skill costs

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Originally Posted by David Johnston2 View Post
It will of course be insane to design any highly skilled starting characters. Everything should be spent on characteristics and talents with just one point for the skills you need.
Um... did you miss that this would apply to stats as well?
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Old 11-18-2019, 07:48 PM   #18
whswhs
 
Join Date: Jun 2005
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Default Re: The argument for exponential skill costs

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Originally Posted by Anthony View Post
GURPS 4e skill costs are on a doubling scale for the first two levels before turning flat; physical skills in 3e actually had four doublings.
It was only three doublings. Cost/level went 1, 1, 2, 4, 8 and then stopped increasing.
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Old 11-18-2019, 08:09 PM   #19
evileeyore
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Default Re: The argument for exponential skill costs

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What makes you think I was posting about solving a problem?
Absent a nail, this hammer seems a lot more complicated and less honest than just implementing caps.
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Old 11-18-2019, 08:40 PM   #20
Anthony
 
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Default Re: The argument for exponential skill costs

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Originally Posted by whswhs View Post
It was only three doublings. Cost/level went 1, 1, 2, 4, 8 and then stopped increasing.
You could have half-point skills.
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