12-12-2012, 02:17 AM | #91 | |
Join Date: Apr 2005
Location: France
|
Re: What's with the modesty about stats?
Quote:
Yes, when I said "without the least hour of training", it was a bit exaggerated. But not very much... If we take an average modern man as example and read the Skill List from Accounting to Zen archery, we can see that our IQ 20 character would have a lot of mental skills by default, coming from high-school, TV, ordinary life... "the default from Scuba skill assumes you are from a world where scuba gear exists and where most people would have some idea - if only from TV - of how to use it.", page 173. Let's see that... My mother was an accountant and spoke a lot about his work. So, I've got the Accounting default skill. I was on the stage several times during high school and college. So, I've got the Acting default. My job requires me to deal a lot with administrations. So I've got the Administration default. I have two cats, had a lot of dogs, my parents breeds broads and ducks. So I've got the Animal handling default. I studied philosophy and read text from Levi Strauss and several other anthropologists. So I've got the Anthropology default. Etc. Since my IQ would probably be something like 11 in GURPS, it wouldn't be a problem. It would give me a score of 5 or 6 in all those skills, that is a maximum of10% chance of succeeding an average task. I'd better avoid saying I can do this kind of job! But our IQ 20 guy would really have all those skills at level 14 or better! This is very different. Is it a problem? No. Tintin, Indiana Jones, MacGyver and James Bond can do a lot of things like that. And GURPS is intended to allow to play such characters. Now, these are not what we name "realistic characters". |
|
12-12-2012, 02:53 AM | #92 | ||||
Join Date: Apr 2005
Location: France
|
Re: What's with the modesty about stats?
Quote:
Quote:
But, actually, this kind of problems appears in every other roleplaying game I played. Or the reverse problem. Either there is no default roll (Call of Cthulhu), and a champion of car race has about no luck to drive a truck, either there are default rolls and the players can inevitably go too far with the rules to optimize their character... But the GM is always free to forbid a character concept, like a surgeon without the surgery skill, for instance. Quote:
No teacher will teach you a subject 8 hours a day, for instance. Even if you are very rich and can hire a private teacher. So, the best numbers to take into account for long term study are 5 CP per semester. Furthermore, no job involves only one skill. Lets take your surgeon example. To be a surgeon, in real life, you have to know Surgery, of course. But also Administration (hospital), Biology, Chemistry, Diagnosis, First Aid, Pharmacy, etc. Of course, some of theses skills default to others, but a surgeon apprentice really learn them. He spend time doing so. So, as GM, I would require the player to invest some CP in them. Quote:
Which is the case. I don't need a pocket calculator during game. I wouldn't like to need one. |
||||
12-12-2012, 02:57 AM | #93 |
Join Date: Apr 2005
Location: France
|
Re: What's with the modesty about stats?
|
12-12-2012, 03:13 AM | #94 | ||
Join Date: Apr 2005
Location: France
|
Re: What's with the modesty about stats?
Quote:
When we say that a skill level of 14 makes the character an expert, it doesn't mean that all experts have only 14 in their skill. Some have 14, some others may have 16 and some others 20 or better. The Choosing Your Skill Levels box is explicit, but it is only intended to help players and GMs to know what mean skill levels, and to avoid them creating a expert accountant with an Accounting skill of 12 or a violin beginner with a Violin skill of 18. Furthermore, if you read this box well, you will notice that it doesn't give flat numbers but ranges.
With my long experience, for instance, I'm not anymore a beginner in Driving. But I'm neither a professional. So, my Driving skill is between 9 and 11. If I choose 12, I'm going too far. The Choosing Your Skill Levels box is precisely designed to help a player or a GM doing that kind of reasoning.It is vey useful. But it is not supposed to be hindering. Some amateurs, for instance, are as good as professionals... And, to came back to the topic of this thread, it helps to know what attribute scores may be adequate for a given character in a given genre. Are you sure that your character is able to be as good as an expert in most mental skills? Quote:
Heroes able to do almost everything without training, like James Bond, Indiana Jones, Mac Gyver or Tintin? Or people like us, who would better not trying to pilot a plain if they didn't learn to do it... for a long time? GURPS is designed to allow you to play both. And even more. Any character, in any genre. Anything you want... So, with such a game, you have a choice to make. It is inevitable. Last edited by Gollum; 12-12-2012 at 03:37 AM. |
||
12-12-2012, 06:01 AM | #95 |
Join Date: Jul 2012
|
Re: What's with the modesty about stats?
If the problem is with default skill levels, as seems to be the case from most posts, then that's a reason to be much stricter with allowing skills to default. Defaults seem to be the mental equivalent of a 'wild swing'; maybe one should never allow default rolls on higher than 9 effective skill after modifiers.
That would free up a wider range of IQ or DX scores. But I admit it is quite a drastic house rule. I think the post suggesting IQ is too composite makes a valuable point, though 4e does a much better job of allowing variety in mental scores. With Talents, negative Talents, advantages/disadvantages like Low Empathy, Will and Per scored separately, it is much easier to express the kind of intelligences people may be trying to express. |
12-12-2012, 06:31 AM | #96 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: What's with the modesty about stats?
Pyramid #3/44, Alternate GURPS II.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
12-12-2012, 07:36 AM | #97 |
Join Date: Jul 2012
|
Re: What's with the modesty about stats?
I should add, my thought about 9 as a cap for defaults was only a suggestion related to defaults off raw stats - I think there's a good case for higher defaults from closely-related skills, eg. Shortsword skill when used to Broadswords.
|
12-12-2012, 07:51 AM | #98 | |
Join Date: Mar 2006
Location: Iceland*
|
Re: What's with the modesty about stats?
Quote:
Normal people with 9-11 in Driving skill, but perhaps used only to a series of diesel-powered, manual-transmission economy cars they've owned one after another, and any active teenager (DX 10+) whose driving experience consists of watching Vin Diesel perform Tokyo drifts are thus made equally inept at driving an automatic luxury limosine in traffic. The thousands of hours of experience driving in traffic, albeit in a different car with a different transmission, translate into no benefit at all, because the character with the skill suffers -6 in familiarity penalties but the character using defaults is somehow exempt from them. By the same token, a professional rifleman (skill 12) and a civilian who has watched a lot of Rambo movies but never touched a gun will have the same skill level (namely skill 6) with a bolt-action .308 rifle on a bipod unless the soldier has had time to familiarise himself with the weapon. This is unrealistic and it encourages high stats at the expensive of skills, which will tend to produce characters that are disturbingly alike and who will be about as good at tasks far removed from their supposed specialities as they are within them. Clearly the highest IQ and DX that can be afforded within their point budget will be preferable to spending the points on skills if these come with professional levels at nearly all skills which are, moreover, immune to familiarity penalties. By the same token, I think a good way to distinguish people who have done something before, even if they haven't trained enough to rate a point in the skill, from true novices whose default is the result of watching TV, is to have the former be familiar with the most basic tasks and the latter be unfamiliar with more or less everything that falls under the skill. I think a liberal application of familiarity penalties to defaults will sharply cut-down on the cinematic ubercompetence of characters with Attributes even slightly above the norm and if GMs link the appropriateness of a character having a given familiarity with his number of points in the skill*, players have a good reason to sometimes opt for an experienced, well-trained and educated character over a naturally gifted one. *Most neatly done by linking the number of permissable familiarities to the relative skill level, if familiarities are written down. If they are, instead, worked out in play on a case-by-case basis, I like having the character make a roll against their relative skill level + 10, modified by the rarity of the familiarity and how likely it would fit into the established background of the PC. Success means that the character is familiar with the desired tool, method or environment.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
|
12-12-2012, 08:58 AM | #99 | |
☣
Join Date: Sep 2004
Location: Southeast NC
|
Re: What's with the modesty about stats?
Quote:
__________________
RyanW - Actually one normal sized guy in three tiny trenchcoats. |
|
12-12-2012, 09:00 AM | #100 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
|
Re: What's with the modesty about stats?
And one of my favorite articles to date, along with the realistic bows ones.
I really must find out who wrote them and thank him some time. ;)
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
Tags |
attributes, stats |
|
|