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Old 05-01-2015, 08:05 AM   #16
Onkl
 
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Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
Default Re: GURPS Hooligans

Quote:
Originally Posted by Gold & Appel Inc View Post
Why not set the default at IQ 9 and allow players to take advantage of the Per/Will house rule if they want and distribute the 60 points they save among attributes and "tough guy" advantages as they like? It'd allow for greater variety, and it's much funnier if one of the PCs is actually smart than if they all are. This dynamic worked beautifully in my mob war game.

170 points is considerably more than most real people have, IMHO. Regardless, defaulting these guys to dumb mode seems more silly than defaulting them to smart mode, if silly is your intent.
You are right in what you write, but I can't change the stuff because I am not the GM, so I'll have to invoke my Diplomacy skill every time I want something changed.

The GM set all Attributes to 12 because in this game more than half the players never played a PnP RPG before and the GM "dumbed" it down considerably to start the game out. So in the first session we just rolled against Attributes... and since they're all at 12 it makes for easy play.

I am now in the process of using GURPS GM Toolkit 1: Characters to make "Classes". These will have differing attribute scores for the different roles. I will present them here as soon as I have something I can present.
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