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#1 | ||||||
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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HT will still be important for all it's general rolls, and someone always wants to go crazy buying up HT. I never have an issue with that. Quote:
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But I found that rule to be a bit too "fiddly". I may end up going with it, however it also does not encourage Talents, so, it's maybe not the best? If Talents were counted after the Attribute division... hmmm. That might make Talents too good though. Quote:
For DX? The PCs will probably grab skills (Acrobatics) or advantages (Perfect Balance) to replace or bolster 'generic' DX rolls. For IQ? Ehhhh... I got nothin. But I rarely find myself penalizing raw IQ rolls that much. I've already split out PER and WILL, and both still have great value above 16. This question is one of the things niggling at me about implementing this house rule, it sorely devalues DX and IQ above 16... Quote:
I can agree on IQ and DX. Thinking about it... I've almost never seen anyone buy up ST or HT for the purpose of skills. I wonder how much stats should cost if skills were divorced from them entirely? |
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#2 |
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Join Date: Oct 2007
Location: Kentucky, USA
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My solution was to combine Half-Stat defaulting (Pyramid #3/65) with the Rule of 20. You gains from raw stats stop at 20, and you only get half that stat for skill gains anyway, effectively capping stat gain at +10 to skill investment.
An alternative I toyed with was removing skill bonuses from high stats completely, and instead making it so that you maximum ability with a skill after all bonus were calculated was your controlling stat, or possibly stat+X. Both of these are intended to kill the impulse to improve your skills by buying stats, and instead ensure that characters actually invest points in their skills. Otherwise having levels of skill is pointless, just make each skill a binary yes/no for 1 point and roll against the related stat.
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GURPS Fanzine The Path of Cunning is worth a read. |
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#3 | ||
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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And I've never seen ST or HT abused like IQ (and to s slightly lesser degree) DX get 'abused'. Quote:
Granted I put this rule into place and I know I'll hear plenty of grumblings from the primary pair of munchkins. And whining that the guy who likes to play 'barbarians' can still buy up ST and HT. |
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#4 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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In my (now very high point value) Traveller game, I see a lot of HT13-16, plus Fit/Very Fit, and 1-2 levels of "Hard to...". The 'soft' PCs have a base of 16- for these sorts of rolls, the tough guys 20-. This isn't actually much of an issue - getting through combat armour (to create a credible threat) with attacks that don't also puree the wearer can be a problem, so tough PCs actually make my life easier (it's also why I introduced blaster small arms to the game).
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#5 | ||
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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And eventually if the game went long enough... maybe even 16. There are an awful lot of spells. Quote:
Even hitting ST 20 is still no where as broken as IQ (or DX) 20. |
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#6 | |
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Banned
Join Date: Oct 2007
Location: Europe
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But if you're doing that, why not also cap DX, IQ and HT at 16, in the sense that "no Human can be higher than that, without the intervention of futuristic technology or powerful magic"? Or actually, impose the cap (world-wide) instead of the rule-of-16. Because then you're still able to simulate the fact that certain non-Human species can be superior to Humans in that they may have a cap of 17 or even 18 for DX or IQ (or HT), sometimes in exchange for a lower cap on something else. Talents would still let character exceed those caps, in the way you've outlined. |
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#7 | |
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Join Date: Apr 2005
Location: France
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That is why, in my humble opinion, things are how they are. So, there is no way to fix this problem because it is not really a problem. If you try to do so, you will loose the realistic side of GURPS, or its cinematic-heroic one. The drawback of this great feature of GURPS (it is really an amazing one) is that talking with the GM when designing your character becomes a mandatory. You have to respect the genre (harshly realistic, realistic, heroic, superheroic) as well as the universe. Which supposes GM decision. Exactly as machine guns and spaceships are forbidden in a D&D like campaign, attribute scores above 14 to 16 (choose which level you prefer) may be forbidden in a realistic world. Last edited by Gollum; 07-13-2015 at 03:40 AM. |
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#8 | |
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Join Date: May 2009
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#9 |
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Join Date: Apr 2005
Location: France
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I fully do agree. To me, this "drawback" is not at all a bug. Each true quality has its little drawback. And this GURPS feature is a very high-quality.
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#10 |
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Join Date: Aug 2004
Location: In the UFO
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Attributes having a strong influence is, however, important for some genres, and avoids the annoyance of trying to create someone who has a lot of obscure non-combat skills in various fields that rarely come up in play without them being massacred in terms of point expenditure compared to someone who put them mostly in a few combat skills.
Also lets you do the standard story trope of "starting farmboy / high school kid. whatever" who knows very little, but is a "natural" and becomes an ace pilot or whatever fast (DX 16 or something), rather than requiring years of training.
__________________
Is love like the bittersweet taste of marmalade on burnt toast? |
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