09-14-2019, 10:23 PM | #41 |
Join Date: Dec 2007
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Re: Maximum Attributes for Real World People
What about when each of those guys spends another 4 points? Suddenly each of them is skill 13 having put exactly the same amount of effort in from where they were at skill 12. Based on that, how can you say the good student learns four times faster?
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09-15-2019, 12:22 AM | #42 | |
Join Date: Mar 2014
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Re: Maximum Attributes for Real World People
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As a generic system, the rules should preferably produce good results even outside the human range of ability. |
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09-15-2019, 12:59 AM | #43 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Maximum Attributes for Real World People
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The alternate rule I propose is designed to be used in campaigns about realistic human characters who really ARE realistic.
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Bill Stoddard I don't think we're in Oz any more. |
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09-15-2019, 01:32 AM | #44 | |
Banned
Join Date: Aug 2004
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Re: Maximum Attributes for Real World People
What Kromm Said:
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09-15-2019, 01:39 AM | #45 | |
Banned
Join Date: Aug 2004
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Re: Maximum Attributes for Real World People
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09-15-2019, 02:37 AM | #46 | |
Join Date: Mar 2014
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Re: Maximum Attributes for Real World People
Quote:
Even in some campaigns with such realistic human characters, there will be other characters who have superhuman abilities. |
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09-15-2019, 07:50 AM | #47 |
Join Date: Feb 2016
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Re: Maximum Attributes for Real World People
KYOS is a highly optional rule, not RAW. It has not even showed up once in a proper book as far as I know, just a Pyramid article. I am sure that there are plenty of things from Pyramid that everyone quietly ignores, so why does everyone seem to treat KYOS as gospel? It is just one of many ways to reduce the relative importance of attributes in GURPS.
One of the reasons why GURPS is so enjoyable is because there is a wide range in capabilities. While the majority of humans should be 8-12, and the vast majority 6-14, there are people who exist beyond that range. Realistic games avoid such outliers while cinematic games embrace them. Now, one way to make attributes less important would be to change the basic function of skills. For example, every 4 full points that a character invests in a skill grants them a one point within an excellence pool in relation to that skill that renews every session. When using that skill, the player may spend excellence points to improve their result on a roll by one level per point spent. When opposing the use of that skill, the player may spend excellence points to worsen their opponent's results of a roll by one level per point spent. |
09-15-2019, 09:54 AM | #48 |
Join Date: Dec 2007
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Re: Maximum Attributes for Real World People
More like the upper limit of people who don't have superpowers in a comic book. The limit of 20 is supposed to tell you where to slot Batman.
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09-15-2019, 11:28 AM | #49 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Maximum Attributes for Real World People
I notice that the Captain America expy in Supers has 20 in his physical stats.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
09-15-2019, 11:52 AM | #50 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Maximum Attributes for Real World People
Yes, well, he's supposed to be at the peak of human physical condition. And I certainly don't see a problem with a superhero having 20s. In fact Supers has a rule for letting a super default skills from a stat higher than 20.
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Bill Stoddard I don't think we're in Oz any more. |
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