11-24-2019, 11:06 AM | #31 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Power-Ups 9: Alternate Attributes
Quote:
Changing skills to be 3+(Governing Attribute)/2 instead of based on the attribute could give us something worthwhile. Effective skill changed to 5 + (Controlling Attribute)/2 + applicable Talent and Technique. That emphasizes and supports a greater use of Talents and Techniques while not requiring a complicated change or changing attribute costs. Base 3 makes it more expensive to be competent than I think is warranted for simple skills so I went with Base 5. Another tweak, (though more complicated) could be... Easy Skills 5 + (Controlling Attribute)/2 + applicable Talent and Technique. Base 10 Average Skills 5 + (Controlling Attribute)/3 + applicable Talent and Technique. Base 8 Hard Skills 5 + (Controlling Attribute)/4 + applicable Talent and Technique. Base 7 Very Hard Skills 5 + (Controlling Attribute)/5 + applicable Talent and Technique. Base 6 That would differentiate skill types significantly and emphasize study and training plus innate Talent more for skills as they get more complicated and difficult.
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11-24-2019, 11:16 AM | #32 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS Power-Ups 9: Alternate Attributes
I agree. (Pyramid #3/65: By Default)
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11-24-2019, 11:54 AM | #33 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Power-Ups 9: Alternate Attributes
I forgot about that article, it has some good thoughts. The adjustment for defaults would be worth looking at in this kind of change too.
What do you think of the progression in divisors for more difficult skills?
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11-24-2019, 11:59 AM | #34 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS Power-Ups 9: Alternate Attributes
I keep the one point difference for each, as I wasn't trying to go the whole way. Alternate divisors like 2/3 for Easy skills and 1/3 for hard skills (or something like that) would be worth looking at.
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11-24-2019, 12:37 PM | #35 |
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Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS Power-Ups 9: Alternate Attributes
This is a clever solution. I like the idea that attributes are used directly in rolls rather than via the (attribute/x)+y rolls common in many systems. There's a certain elegance to it. But it isn't always ideal . . .
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-24-2019, 12:43 PM | #36 | |
Join Date: Jul 2008
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Re: GURPS Power-Ups 9: Alternate Attributes
Quote:
Not that you'd be the only ttRPG inviting that question...
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11-24-2019, 12:51 PM | #37 |
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Join Date: Jul 2004
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Re: GURPS Power-Ups 9: Alternate Attributes
The most important thing to recognize about Alternate Attributes is that the goal is not to work out what would be good for GURPS in general – say, in some future edition. The objective is to provide a toolkit for making specific campaigns less generic. Some aspects of GURPS are so "baked in" that they demand a lot of thought and recalculation. Most of these are things like building characters on points, rolling low for success, and using only d6. Attributes are like this, too, and require more "visualization aids" than do, say, vetting supplements, particular optional rules, or individual traits, all of which are straightforward (if labor-intensive) tasks. Those aids are what's in this supplement.
Thus, my examples shouldn't be taken as my thoughts about how GURPS "should" be – or might be, in the future. They're house rules tailored to two specific campaigns I ran in the past. But everything they propose is possible using ideas from Alternate Attributes!
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-24-2019, 01:35 PM | #38 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Power-Ups 9: Alternate Attributes
Quote:
You have a point, though just dividing by 2 as Douglas suggested in his article By Default doesn't quite get the feel I proposed here. The math only really needs to be done once for each character, unless the attributes change during the campaign and could be written up as say 10 (8) on the sheet for quick reference during a game and easy to implement in GURPS Character Assistant as it already has that function for Parries and such.
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11-24-2019, 03:28 PM | #39 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS Power-Ups 9: Alternate Attributes
Quote:
The comments have a few thoughts worth reading as well.
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11-24-2019, 04:02 PM | #40 |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: GURPS Power-Ups 9: Alternate Attributes
I'm inspired to provide my Attribute house rules for the last few years. I basically had "cascading" tiers of attributes, where I could use either the highest level (what GURPS Power-Ups 9 called realms), standard level, or detailed sub-attribute level, as desired for a given campaign (although I admittedly pretty much always chose the detailed sub-attribute level).
Physical [40/level] Size [10/level]: Used for sized-based rule equations likes determining damage in collisions. There are no rolls or skills based on Size. Can be subdivided into for the following sub-attributes:Mental [40/level]:Height [5/level]:Determines your height; 10 = 1.75 m, modified proportionally to change in attribute), which in turns determines you SM. This attribute cannot be changed after character creation without a supernatural explanation (e.g., magic, switching bodies, etc.)Dexterity [20/level]: As per Basic. Can be subdivided into the following sub-attributes: Intelligence [20/level]: Was decoupled from both Will and Perception. Can be subdivided into the following sub-attributes:Characteristics:Reason [10/level]: Just like the sample attribute Logic in GURPS Power-Ups 9.Wisdom [10/level]: represents awareness.. the awareness of what's around you, and an awareness - and thus control - of self. Can be divided into sub-attributes of:
Comparing what I've been using for the last while to the advice in GURPS Power-Ups 9, I've noted the following: I've frequently debated whether I wanted a "Power" attribute, on which to base supernatural powers, but so far I have seen no need for it. While it might be nice to have a "Mana Points" characteristic based of a "Magery" attribute, I've found that Energy Reserve works well enough for me. |
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