Re: Odd Question in raising IQ.
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*If there are traits that a character literally cannot have without starting with it - like Magery in a setting where one is either born a mage or isn't, or a trait that can only be had with a specific racial template - that's generally fine and adds a bit to flavor and immersion. |
Re: Odd Question in raising IQ.
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Re: Odd Question in raising IQ.
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Although speaking of balance issues of high attributes, the OP mentions levels my campaign's never come remotely near: no one's had an attribute higher than 15 since I flipped to 4e. Possibly you should jump all over that. |
Re: Odd Question in raising IQ.
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Re: Odd Question in raising IQ.
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Re: Odd Question in raising IQ.
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All that said, if you play games where attributes never start above 15 - which implies characters are typically more in the 12-13 range - you aren't going to see as many of the issues that can come about from high attributes and the effects of your houserule are going to be reduced. I don't really see much point to having the houserule - like RyanW, I don't see anything fun, realistic, or interesting about it - but if your group likes it, go for it. And to be clear, I'm not trying to be insulting with "if your group likes it" - what is fun is entirely subjective, and just because I don't find something fun doesn't mean I think those who do have anything wrong with them. |
Re: Odd Question in raising IQ.
If I recall correctly (been years since I've looked at a 3e rulebook inside the cover), there was a second method that was used to curtail high attributes in lieu of purchasing skills: increasing costs via arithmetic sequence (not quite geometric). As Attributes increase they cost progressively more to raise. A geometric progression would result in almost exclusively skill purchases, but there's probably some function that mimics a linear then arithmetic then geometric rise. Of course the default 4e linear was probably chosen for a good reason beyond mere simplicity.
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Re: Odd Question in raising IQ.
It's very difficult - or even impossible - to make increasing cost for stats go well with racial templates. In an mono-specious (special?) setting, it would probably work well.
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Re: Odd Question in raising IQ.
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For instance I've had people try to make "low" IQ skill-monkeys (by low I mean 12) in the same game as someone who made an IQ 16 PC who then raised their IQ two more times. The "low" IQ character simply wasn't as good as the high IQ PC at IQ based skills, even the defaults of the high IQ PC were sometimes higher than bought skills on the other PC. And this can not be fixed with Talents. The only solutions I've come up with are: 1 - Cap IQ, which is not a solution when you want to allow IQ 20 "Super Genius" types. 2 - Cap where Attributes add to skills. This is intriguing and I've done it, but the Players whinging is terrible, loud, and incessant. Also it's slightly overly complicated. 3 - Raise the price of IQ and DX, without raising the price of the sub-attributes (or more importantly splitting some out, like Will and Per, which my Players are pretty much used to by now). The last one really does fit the bill of "simple" and "fair". If IQ costs 60 (or ideally more) per level then it makes raising a handful of IQ based skills on their own attractive and makes Talents even more attractive (even 15 cost Talents become super attractive). And I lean toward anything that makes Talents more attractive. Quote:
And in 3e combining high starting IQ with Eidetic Memory between session and on-the-job training? Woof, that was terribly broken. |
Re: Odd Question in raising IQ.
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