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Old 02-06-2012, 01:48 PM   #1
Engurrand
 
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Location: Wormtooth Nation
Default Changing Attribute Costs

My GM uses a house-rule where IQ costs [+/- 15] (not [20]), but isn't tied to Will and Perception. The sub-stats therefor scale independently at their normal rates. Is there any way to make GCA follow this rule? My search fu has failed me.

More broadly, is it possible to alter the point cost of attributes in GCA?

Thanks!
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Old 02-06-2012, 01:56 PM   #2
ericbsmith
 
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Default Re: Changing Attribute Costs

Yup, you can change the cost. In fact, it's relatively easy to do so. You need to create your own data file, and load that data file after the Basic Set data file in a Data Set.

Copy the contents below into Notepad and save it as MyDataFile.GDF (or whatever name you like, but the .GDF is important). Best place to put it is in:
My Documents\GURPS Character Assistant 4\Data Files
Since this is the place that GCA normally looks for user created/downloaded data files.

Code:
Version=3
* The version information above MUST be the first line of the data file
Requires=GURPS Basic Set 4th Ed.--Characters.gdf


************************************************************************************************************************
[ATTRIBUTES]
************************************************************************************************************************
IQ, symbol(IQ), basevalue(10), step(1), maxscore(1000000), minscore(0 - me::syslevels), up(15), down(-15), mainwin(3), disadat(-1), display(no)


Will, basevalue(10), step(1), maxscore(1000000), minscore(0 - me::syslevels), up(5), down(-5), mainwin(6), disadat(-1)
Perception, basevalue(10), step(1), maxscore(1000000), minscore(0 - me::syslevels), up(5), down(-5), symbol(Per), mainwin(7), disadat(-1)
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Old 02-06-2012, 02:12 PM   #3
Engurrand
 
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Default Re: Changing Attribute Costs

Did that. Worked. Awesome.

Thanks for the prompt and practical reply! I can see clearly now... how to do so many things.
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