01-14-2015, 07:23 PM | #31 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Cost of HT.
Quote:
One difference is that moderns are more likely to allow specializations rather than push hard for "Renaissance men". Math prodigies, for example, can let other subjects lag to attain higher ability with math alone.
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01-14-2015, 07:28 PM | #32 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Cost of HT.
Quote:
But reality prefers the polymath as most problems can only be solved by certain skills no matter how awesome you are at X. The issue then becomes one of adventure settings as full of ever changing problems as reality. If you want certain skills to be worth major point investment, then make them come up more often game.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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01-14-2015, 08:01 PM | #33 |
Join Date: Mar 2011
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Re: Cost of HT.
The real issue with health is you can sell back the traits. Consider the new meta trait HT! This is [HT+1 -1 FP, -.25 basic speed, +1 Easy to Kill] HT! costs a grand total of 0 cp per level and 3 books being thrown at your head. IQ OTOH, doesn't allow you to sell back Engineering. Anyway if someone has easy to kill, -FP, and and -basic speed glare at them. Or enforce a disadvantage limit.
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01-14-2015, 10:07 PM | #34 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Cost of HT.
Actually, basic calculus isn't all that hard; it's not something for an average 12 year old, but it's realistically achievable.
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01-15-2015, 01:03 AM | #35 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Cost of HT.
Quote:
SOME real children wrote symphonies at 5. Star Trek kids are all prodigies compared to very smart real world kids. (Basic calculus was far easier than I ever thought. But that's only after having learned basic algebra, trigonometry, cyphering, etc. I remember reading that people can't think in pure abstract manner until around 12 anyway.)
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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01-15-2015, 01:42 PM | #36 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Cost of HT.
Quote:
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01-15-2015, 01:47 PM | #37 |
Join Date: Dec 2007
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Re: Cost of HT.
Because very rarely do you see players who just want to be good at some useful specialty. I mean one could easily design an optimized courtier who is good at manners and dueling and has low stats and a heavy investment in advantages, but that's not a character a lot of players want to play.
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01-15-2015, 02:12 PM | #38 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Cost of HT.
The problem there is '2 major attributes. More than 2 PCs'. It would be okay if GURPS skills were split across 4-6 attributes.
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01-15-2015, 02:14 PM | #39 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Cost of HT.
Quote:
And GURPS offers a way to do that. A stack of Talent; by RAW you may buy it up to 4 high, but some GMs may allow more, and in a high-point total (e.g. MH-grade 400 points) it certainly makes sense to allow six levels. I happen to think Talents are stillborn due to the horrible precedent set in the core books, but they're there for those who can tolerate them. |
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01-15-2015, 02:24 PM | #40 | |
Join Date: Jun 2013
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Re: Cost of HT.
Quote:
Personally, 5-pt Talents seem like a really good deal. If you want to be great at two skills that appear in a talent together, it's much better than raising them individually past the third point, ditto 10-pt Talents for 3+ skills or even 15-pt talents for 4+ skills. Sure, it's not as many skills as DX/IQ, but it's cheaper and the other perks aren't worthless. |
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attributes, cost, house rule |
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