06-24-2012, 06:16 PM | #41 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/44: Alternate GURPS II
You'll note that what you're doing here has nothing to do with anything in my article at all.
You've managed to get +4 to HT rolls by selling back speed and FP, which basically says that a +4 to ALL HT-based stuff costs 8 points, or 2 points per level, which is less than the cost of one single HT skill once you get to the 4/level cost. As a result, HT/Speed/FP is already a bit of a point crock, and my adding AP isn't the source of the problem (but does make it worse). Nothing I can do about that other than if AP costs 2/level, make HT cost at least 12 per level. If you look at it this way Metabolism Control: +1 to many HT rolls for stuff that isn't skills; this is similar to Fit: 5 points seems to be the right price for this. Fatigue Points: 3 per level Basic Speed: 20 points per level, requires +4 HT for each +1: 5 points Skills: There aren't that many HT-based skills - 11 in the Basic Set. A Talent that raises all of those skills by +1 costs 10 points. (see below for why this is probably too high) Action Points: 2 per level. So just adding up the pieces, HT should probably cost 25 points per level! Now, the "+1 to all skills" bit tends to be discounted for attributes: DX, for example, is 20 per level. +1 to 13 or more skills is 15/level (again, this is probably discounted when push comes to shove) DX figures into Basic Speed as well: 5/level That's 20 points right there, even without the benefit of making DX rolls to stay upright, or make a striking or grappling attack or defense using just DX. Now, let's suppose that the cost of the ability to buy skills with attributes is discounted by 1/2 to 2/3 because it's just more efficient to train EVERYTHING having to do with fitness or coordination than do one thing at a time. So the cost of all HT skills is 3-5 points (5-7 less than above, or 7-9 less if you also strip out AP), and the cost of all DX skills would thus be 5-7 points. That still argues for HT at around 11-13 points if you don't add in AP, and 13-15 points if you DO. TL;DR Net/net: if you want to avoid funky crap like that, price HT at 15 points per level. Otherwise, you're just straining your gears to no good purpose.
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06-24-2012, 06:16 PM | #42 | ||
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Join Date: Aug 2004
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Re: Pyramid #3/44: Alternate GURPS II
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Secondly: Those arguements are for Regeneration (AP Recovery) not for Second Wind. Thirdly: You haven't actually engaged with the arguement I've put forward, you haven't addressed any of the points. Personally I would decouple AP recovery speed from HT and set it at a fixed 5 AP for 1 FP, healthy people will still have higher FP and so be able to trade in more FP. Quote:
*Maybe rename fatigue tiredness or something. |
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06-24-2012, 06:17 PM | #43 | |
Doctor of GURPS Ballistics
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Re: Pyramid #3/44: Alternate GURPS II
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06-24-2012, 06:25 PM | #44 | ||
Join Date: May 2008
Location: CA
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Re: Pyramid #3/44: Alternate GURPS II
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In other words, you shouldn't make an argument like this while including 'selling back' FP, AP, etc. GURPS deliberately underprices HT in order to make people survive better, just like Combat Reflexes. |
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06-24-2012, 06:26 PM | #45 | |||||
Doctor of GURPS Ballistics
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Re: Pyramid #3/44: Alternate GURPS II
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Honestly, I think the basic problem here is that HT is too cheap for what it does already. I'll cop to making it worse.
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06-24-2012, 06:27 PM | #46 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/44: Alternate GURPS II
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As for changing the cost of FP to per level that I think is a problem as well FP is very useful.
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06-24-2012, 06:29 PM | #47 | |
Banned
Join Date: Aug 2004
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Re: Pyramid #3/44: Alternate GURPS II
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Break Fatigue [3/level] into Action Points (Cool stuff) [2/level] and Languor* Points (Boring stuff) [1/level]. *or whatever... Set Second wind to a fixed 5 AP for 1 FP, healthy people will still have higher FP and so be able to trade in more FP. This could be bought up at +1 AP [+5?] |
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06-24-2012, 06:37 PM | #48 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
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Re: Pyramid #3/44: Alternate GURPS II
Allow me to amplify. The initial build you quoted where you paid 40 points for +4 HT, and -32 points for -1 to Basic Speed and -4 FP, is in and of itself problematic. From this foundation, AP makes that problem 2 points/level worse, which I admit. But the build you posted, as Langy pointed out, is inherently flawed as a basis for argument about AP. It is, however, an excellent basis from which to argue that HT is, even in RAW GURPS, underpriced.
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06-24-2012, 06:43 PM | #49 | ||
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Join Date: Aug 2004
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Re: Pyramid #3/44: Alternate GURPS II
Are you suggesting that Rapid Healing should cost 25 points? It's also a recovery rate.
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And I don't think you need to make it worse in order to implement the AP system. |
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06-24-2012, 06:44 PM | #50 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
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Re: Pyramid #3/44: Alternate GURPS II
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RPK's solution was to make it so you can only buy AP up. Since, as NineDaysDead rightly points out, I have coupled HT and AP very tightly, I probably should have increased the suggested cost of HT to at least 12, and probably 15, points per level. I was not really actively aware of the cost breakdown of HT and its parts. I tended to ignore (and even perhaps deride) the HT! arguments in the past. Working out the math, so to speak, in how HT (and DX, as an example) break down in point cost, and the extreme discount you have to put on (either or both) the value of +1 to attribute rolls or +1 to all skills was an eye-opener to me. It doesn't change how I build CHARACTERS. But if I'm going to contribute to the design and execution of GURPS through articles like this one, I must become more familiar with them, clearly, so that I might ensure to avoid (or at least take active notice/acknowledge in passing) design pitfalls.
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Tags |
fatigue, fatigue points, pyramid 3/44 |
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