06-08-2017, 09:33 AM | #1 |
Join Date: Oct 2012
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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? |
06-08-2017, 11:07 AM | #3 |
Join Date: Feb 2005
Location: Berkeley, CA
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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.
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06-08-2017, 11:58 AM | #4 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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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.
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06-08-2017, 12:09 PM | #5 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Attribute Costs 3e vs 4e
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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.
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06-08-2017, 06:28 PM | #6 | |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Attribute Costs 3e vs 4e
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I try to avoid putting fewer than 4 points in a template's skills for this reason, actually, making them as additive as possible.
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06-08-2017, 06:45 PM | #7 | |||
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Attribute Costs 3e vs 4e
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Last edited by Anthony; 06-08-2017 at 06:50 PM. |
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06-08-2017, 07:10 PM | #8 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Attribute Costs 3e vs 4e
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.
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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! :) |
06-08-2017, 07:47 PM | #9 | |
Join Date: Sep 2004
Location: Canada
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Re: Attribute Costs 3e vs 4e
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06-08-2017, 08:38 PM | #10 | ||
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Attribute Costs 3e vs 4e
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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).
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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