Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 06-08-2017, 09:33 AM   #1
Henchman99942
 
Henchman99942's Avatar
 
Join Date: Oct 2012
Default Attribute Costs 3e vs 4e

So, does anyone run 4e games using the attribute breakdown from 3e?

Even allowing for the higher cost for DX and IQ, would not a progressive point cost make more sense that the flat cost? Why the change?
Henchman99942 is offline   Reply With Quote
Old 06-08-2017, 09:44 AM   #2
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: Attribute Costs 3e vs 4e

It's a streamlining to avoid having to use progression tables or formulae.
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Old 06-08-2017, 11:07 AM   #3
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Attribute Costs 3e vs 4e

Flat cost means you can have templates that include attribute bonuses, where the template has a fixed cost and does not mean some characters pay more for a given attribute level than others.
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Old 06-08-2017, 11:58 AM   #4
ericthered
Hero of Democracy
 
ericthered's Avatar
 
Join Date: Mar 2012
Location: far from the ocean
Default Re: Attribute Costs 3e vs 4e

Making the game universal. Raised attribute costs are used in many games because they interact complexly with racial templates. It gives you a lot of interesting choices, but it also makes the system less generic. Thus, the generic universal role-playing system has chosen to do without them.

I'll point out the philosophy extends to much more than just attributes. Most gurps traits have a flat cost to add to them.
__________________
Be helpful, not pedantic

Worlds Beyond Earth -- my blog

Check out the PbP forum! If you don't see a game you'd like, ask me about making one!
ericthered is online now   Reply With Quote
Old 06-08-2017, 12:09 PM   #5
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: Attribute Costs 3e vs 4e

Quote:
Originally Posted by Anthony View Post
Flat cost means you can have templates that include attribute bonuses, where the template has a fixed cost and does not mean some characters pay more for a given attribute level than others.
You could do that in 3/e. It just meant that a character who had ST 16 cost more than a character with ST 13 and racial ST bonus +3. But the racial ST bonus had a fixed cost, and that was what went into the template.

But in a sense, GURPS stats have an increasing cost. Raising IQ from 10 to 11 costs 20 points, and increases your chance of success on an IQ roll from 50% to 62.5%; that's 1.6 points per +1%. Raising IQ from 15 to 16 costs the same 20 points, and increases your chance of success from 95.27% to 98.15%; that's 7.2 points per +1%. Buying up stats gets steadily less efficient as stats get higher.
__________________
Bill Stoddard

I don't think we're in Oz any more.
whswhs is online now   Reply With Quote
Old 06-08-2017, 06:28 PM   #6
simply Nathan
formerly known as 'Kenneth Latrans'
 
simply Nathan's Avatar
 
Join Date: Aug 2009
Location: Wyoming, Michigan
Default Re: Attribute Costs 3e vs 4e

Quote:
Originally Posted by whswhs View Post
You could do that in 3/e. It just meant that a character who had ST 16 cost more than a character with ST 13 and racial ST bonus +3. But the racial ST bonus had a fixed cost, and that was what went into the template.
Not if you want to take a 50 point Guard template with ST+2 and a 50 point Executioner template with ST+3 to play a 100 point Guard-Executioner PC with ST 15. None of that is racial ST.

I try to avoid putting fewer than 4 points in a template's skills for this reason, actually, making them as additive as possible.
__________________
Ba-weep granah wheep minibon. Wubba lubba dub dub.
simply Nathan is offline   Reply With Quote
Old 06-08-2017, 06:45 PM   #7
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Attribute Costs 3e vs 4e

Quote:
Originally Posted by Anthony View Post
Flat cost means you can have templates that include attribute bonuses, where the template has a fixed cost and does not mean some characters pay more for a given attribute level than others.
Quote:
Originally Posted by whswhs View Post
You could do that in 3/e. It just meant that a character who had ST 16 cost more than a character with ST 13 and racial ST bonus +3.
Read the entire quote. Particularly observe the text in red....
Quote:
Originally Posted by whswhs View Post
Raising IQ from 10 to 11 costs 20 points, and increases your chance of success on an IQ roll from 50% to 62.5%; that's 1.6 points per +1%. Raising IQ from 15 to 16 costs the same 20 points, and increases your chance of success from 95.27% to 98.15%; that's 7.2 points per +1%. Buying up stats gets steadily less efficient as stats get higher.
Raising your IQ from 10 to 11 increases your success/fail ratio from 1:1 to 1.67:1 (multiplying by 1.67). Raising your IQ from 15 to 16 increases your success/rail ratio from 20.6:1 to 53:1 (multiplying by 2.57). S/F ratio is the primary determinant on what types of risks you can take, not absolute success chance, so buying up your stat is more efficient, not less (realistically, it actually depends on the type of test you're attempting, and presumes no skill modifiers, but raw adjustments to success chance are a very poor measure of utility. My favorite measure is lottery pricing: if character A pays X points, and character B pays Y points, character A's chance of winning a contest should be X/(X+Y). Implementing that with GURPS die rolling winds up with exponential cost).
__________________
My GURPS site and Blog.

Last edited by Anthony; 06-08-2017 at 06:50 PM.
Anthony is online now   Reply With Quote
Old 06-08-2017, 07:10 PM   #8
Otaku
 
Otaku's Avatar
 
Join Date: Nov 2011
Location: South Dakota, USA
Default Re: Attribute Costs 3e vs 4e

Quote:
Originally Posted by Henchman99942 View Post
So, does anyone run 4e games using the attribute breakdown from 3e?

Even allowing for the higher cost for DX and IQ, would not a progressive point cost make more sense that the flat cost? Why the change?
Do we remember why the 3e costs were progressive in the first place? I vaguely recall it trying to force a kind of bell curve, but I'm lousy when it comes to statistics. Until the rules for Enhanced ST were added, all traits eventually did have a flat progression: once you hit 18, it is 25 CP/level past that.
__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :)
Otaku is offline   Reply With Quote
Old 06-08-2017, 07:47 PM   #9
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: Attribute Costs 3e vs 4e

Quote:
Originally Posted by Otaku View Post
Do we remember why the 3e costs were progressive in the first place? I vaguely recall it trying to force a kind of bell curve, but I'm lousy when it comes to statistics. Until the rules for Enhanced ST were added, all traits eventually did have a flat progression: once you hit 18, it is 25 CP/level past that.
Weren't they progressive all the way back to Man to Man? It may be a case of "It was the thing at the time".
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog
Bruno is offline   Reply With Quote
Old 06-08-2017, 08:38 PM   #10
ericbsmith
 
ericbsmith's Avatar
 
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
Default Re: Attribute Costs 3e vs 4e

Quote:
Originally Posted by Otaku View Post
Do we remember why the 3e costs were progressive in the first place? I vaguely recall it trying to force a kind of bell curve, but I'm lousy when it comes to statistics. Until the rules for Enhanced ST were added, all traits eventually did have a flat progression: once you hit 18, it is 25 CP/level past that.
Quote:
Originally Posted by Bruno View Post
Weren't they progressive all the way back to Man to Man? It may be a case of "It was the thing at the time".
<checks my old copy of Man to Man> Why, yes, the Attribute costs had remained unchanged since Man to Man. With the exception of ST, which IIRC was re-costed downwords in Supers and then later Compendium I.

IMO there are two reasons to go with the flat cost. The first is that it's just easier to remember the cost progression. The second is that it just works better for stacking templates, whether they are character templates, racial templates, meta-traits, or lenses. You can take any combination of any of those and be sure that the attribute cost remains the same (with the exception of templates which mess with Size Modifier or No Fine Manipulators, and those quickly get annoying and messy).
__________________
Eric B. Smith GURPS Data File Coordinator
GURPSLand
I shall pull the pin from this healing grenade and...
Kaboom-baya.
ericbsmith is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:52 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.