12-05-2019, 05:36 AM | #91 | ||||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS Power-Ups 9: Alternate Attributes
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Thus, in that model, you could create high-MP characters who know no spells but use lots and lots of items. A dedicated wizard would be someone who raised Power and bought lots of spells based on it.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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09-23-2021, 11:33 AM | #92 | |
Join Date: Sep 2017
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Re: GURPS Power-Ups 9: Alternate Attributes
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09-23-2021, 02:04 PM | #93 |
Join Date: Sep 2017
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Re: GURPS Power-Ups 9: Alternate Attributes
Probably I will drop in using this (I maybe will use the Physical, Mental, Supernatural, Figured from Kromm with small changes). But since I did it, here is my list:
From ST: Potency [Pot](6/Level) / Base 10 (Striking ST) Physique [Phy] (4/Level) / Base 10 (Lifting ST) From HT: Health [Heal] (8/Level) / Base 10 (Most HT skills, Stamina,Fatigue,Metabolism) Stamina [Sta] (3/Level) / Health / Recovery: Health (FP for common stuff) Fatigue [Fat] (N/A) / Base 0 / Recovery: Health (As in depleted sleep and hunger) Metabolism [Meta] (2/level) / Health / Recovery: Health (HP for poisons and similars) Fortitude [Fort] (4/Level) / Base 10 Body resistance, used to absorb damage) Adrenaline [Adr ] (3/Level) / Fort / Recovery: Fort (FP fpr extra effort) Resilience [Resi] (3/Level) / Base 10 (Will to live, death and unconscious rolls) Vitality [Vit] (2/Level) / Resi / Recovery: Resi (HP for physical damage) Flux [Flux] (3/Level) / Base 10 or 0 / Recovery: own (Pool for powers) From DX: Agility [Agi] (8/Level) / Base 10 (Same as PW9) Reflexes [Refl] (5/level) / Base (Agi+Per)/4 (Basic Speed) Coordination[Coord] (6/Level) / Base 10 (Same as PW9) Flexibility [Flex] (2/Level) / Base 10 (Same as PW9) Dexterity [Dex] (6/Level) / Base 10 (Same as PW9) Movement [LM] (5/Level) / Base 5 (Basic Move) Water Movement [WM] (5/Level) / Base MT/ 5 From Will Dynamism [Dyna] (5/Level) / Base 10 ("Imposition" Will) Composure [Comp] (5/Level) / Base 10 ("Defensive" Will) From Per: Perception [Per] (5/Level) / Base 10 (Five sense perception) Intuition [Int] (5/Level) / Base 10 (any perception not related to the five sense) From IQ: Charisma [Cha] (6/Level) / Base 10 (Same as PW9) Creativity [Crea] (6/Level) / Base 10 (Same as PW9) Logic [Log] (8/Level) / Base 10 (Same as PW9) Memory [Mem] (8/Level) / Base 10 (Same as PW9) Last edited by draxdeveloper; 09-23-2021 at 05:21 PM. Reason: new stuff |
09-25-2021, 04:31 AM | #94 | ||
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: GURPS Power-Ups 9: Alternate Attributes
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As I mentioned, my players like the detailed sub-attributes method as it lets them fine tune their core attributes, so we pretty much stick to that. Once they grasped how the sub-attributes are split, it becomes second nature to them (no more difficult than how everyone knows in the actual rules that ST is really Lifting ST, Striking ST and HP), so works well. But no one has ever purchased the Physical or Mental realm-level attributes, so is it really needed? I guess that means my cascading system starting at realms is more to provide a visual breakdown/understanding than being an actual necessity. But the attribute/sub-attribute breakdown is well used. I guess how well it works will ultimately depend on how convoluted or complex you make your attribute/sub-attribute system. You don't want too many sub-attributes (my breakdown only has 2 per attribute; i.e. 6 attributes into 12 sub-attributes). And they need to be clearly defined so as to not have any overlap. If there is overlap, or even just perceived overlap that might cause confusion, I would suggest that they should be advantages, not sub-attributes. Plus my core attributes follows the same 6 attributes (or rather ability scores) of D&D/d20 most of my players grew up with, so really nothing new for them to learn. |
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power-ups 9 |
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