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#1 |
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Join Date: Feb 2017
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Assuming a character has an IQ of 18, with a perception of 20?
Is it 20 points thus putting IQ at 19 and Perception at 21? Is it 15 points putting IQ at 19, perception staying at 20? Or is it 20 points putting IQ at 20 leaving perception at 20 and the character is out 5 points for not planning better? |
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#2 |
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GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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It's the first one, generally. It's the second one if that's how your group/GM plays/allows. It should never be the last one.
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
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#3 |
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Join Date: Jun 2013
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By default, +1 IQ - regardless of the source of it - also comes with a +1 to Per and a +1 to Will. Note this is the same for other attributes - +1 ST also comes with +1 HP, +1 DX or +1 HT comes with a +0.25 to Basic Speed (which also functionally comes with a +0.25 to Basic Move, although you generally round that down), and +1 HT comes with +1 FP. Some GM's divorce IQ from Per and Will while leaving the prices the same; others will allow purchase of what's often referred to as "IQ!" which is a metatrait consisting of +1 IQ [20], -1 Per [-5], and -1 Will [-5], for a net change of +1 to IQ, +0 to each of Per and Will, and a net cost of [10]. But those are houserules; the RAW is that, while you can buy Per and Will up or down from IQ, the three are linked, regardless of when you purchase them.
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GURPS Overhaul |
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#4 |
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Join Date: Feb 2017
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Normally yes, and I would tend to run it as option 1.
Only reason it came up is due to the line about perception in the basic book. "By default, Per equals IQ, but you can increase it for 5 points per +1, or reduce it for -5 points per -1. You cannot raise Per past 20, or lower it by more than 4, without GM permission." (Basic page 16). This seems to hard cap perception at 20... |
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#5 | |
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Join Date: Jun 2013
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GURPS Overhaul |
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#6 | |
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Join Date: Jun 2022
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However, as a few have noted, not many GMs in these parts hold to that. In my case in particular it would be that, but because I split Per and Will out of IQ and still keep IQ at 20 points... so it's less "out 5 points" and more "IQ and Per are separate attributes" in my games (because IQ is the super stat that is stupidly cheap for it does). |
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#7 | |
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Join Date: Jun 2013
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IQ 18 [160] Will 18 [0] Per 20 [10] to IQ 19 [180] Will 19 [0] Per 20 [5] is perfectly RAW-legal. There are places in the book that even state that you can do quasi-respecs to change how points are distributed to be more efficient, so long as you don't lose capabilities - for example, see Improving Skills From Defaults, B173 - you can switch the direction of a default so long as none of the skills involved go down). Any GM who enforces an attribute cap, and then punishes players by requiring them to, as in this example, pay full price for a level of IQ, wasting points simply because they had the gall to envision a character who started with a higher Per than their IQ, would count in my book as a bad GM.
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GURPS Overhaul |
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#8 | |
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Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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So, if he already has Perception 20, he can't buy to 21. It would be like Varyon's example, he would pay 15 points to increase IQ and Will to 19, and then another 15 if he wanted to increase from 19 to 20. Think of Per as if it were (IQ, Per Only, -75%). He would be paying to remove the limitation. I know it's not exactly like that, but it's a similar idea.
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“He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.” |
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#9 | |
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Join Date: Dec 2007
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#10 | |
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Join Date: Jun 2006
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Hitting attribute limits is not a situation I've ever seen in play, maybe occasionally at character creation where you actually have a lot of points at once and each individual one isn't quite so precious.
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-- MA Lloyd |
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