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#4 |
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Join Date: Aug 2006
Location: L.I., NY
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I think you have to look at caps and costs on attributes and skills together. If outright capping attributes is not what you want to do, consider a 'soft cap' beyond which an unusual background is required. Perhaps an increasing UB for each level past the cap, to make high attributes work more like 3rd edition.
Another option that is particularly applicable in the case of IQ, is to break Per and Will off, and buy them up or down separately from a base of 10, rather than basing them off IQ. This makes it much more likely to have characters who can be smart and broadly competent in non-physical skills, and who aren't also eagle-eyed and iron-willed. Don't stop there though, consider caps and UBs for skill levels as well. What is the story of a character that has a level of 33 in ax? How did that happen? Is it possible or even meaningful? Sitting between attributes and skills, you can also make bespoke talents and anti-talents, that help to define a specific character concept. It's a balancing act, and a matter of taste and how appropriate certain character builds are to the campaign you want to run. There's no 'right' answer that fits all situations. When it comes down to it, even without altering costs or putting on caps, you can just look at each character individually, and decide if they fit in your campaign or not. Since most of us are GMs, and not game designers whose work is going out to a public audience, we don't have to have it all systematized to work for anyone who comes along and runs a campaign using our notes. Work with the players to create a character that fits your game.
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I started a blog about how I GM GURPS. |
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| Tags |
| attributes, skills |
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