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Old 01-16-2015, 10:35 AM   #4
Kromm
GURPS Line Editor
 
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Anti-Talent Cost: 1st Level Should Be More Expensive?

I should add that many traits in GURPS include what I call a "psychological cost adjustment" to correct for the human factor – for how players actually buy abilities. Though not all players take only good stuff they plan to use to death and bad stuff they hope to avoid or work around, many or even most do, and the game works better if trait valuation accounts for that. That's the thinking behind Anti-Talent pricing, and also the relatively high price of Quick Gadgeteer (whose fans are prone to halting play to use it dozens of times per game session, to the inconvenience of everyone else). Likewise, positive traits that make the game more fun are often priced below fair value to encourage players to buy them. Combat Reflexes and HT are two examples of the latter kind of thing, increasing PC survival to levels expected by players coming to GURPS from other games.
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