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Old 07-16-2023, 12:00 AM   #13
David Johnston2
 
Join Date: Dec 2007
Default Re: Re-calibrating Attribute Costs

Quote:
Originally Posted by mburr0003 View Post
]Do you only allow PCs to be made if you can understand them in real terms? Do you never run/play supers or supernaturally powered games?
I know what stats represent in supers game too. I got a lot of amusement out of designing Headbanger, a stupid telepath.

Quote:
Has no one in your games ever said they want to play "Gomer Pyle Iron Man?" IE, a 'genius' level inventor, weapons and battlesuit engineer, capable wealthy business man, basically everything Tony Stark can do with making the suit, but a clueless, tongue tied, rube otherwise?

Sure, you could make that PC with IQ 18 and then a bunch mental and social Disads to drag him down to Gomer's level, but isn't it simpler (if not heavily expensive) to go the other route? And then, if you say, "Yes, it is simpler that way", then it's also simpler if instead of being a 'genius level' inventor, he's "everyday Batman". Just competent at a whole lot of things, but still Gomer Pyle level of "logical deductive reasoning and social graces".
I don't actually think IQ 18 is an optimal design for a guy who is great at gadgeteering, good at finance and nothing else. A lower IQ is both more cost effective and portrays the concept in a more valid way. Although I would still give him social disadvantages, because disadvantages are so much more vivid than just stats.
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