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#121 | |
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Join Date: Jun 2006
Location: Sweden, Stockholm
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Neither are mine, but since this is about picking or not picking traits they can only ever be potential problems. Some of them just have a lot of potential. Even if ST costed 2 points per level, chances are many groups wouldn't have much a problem since they still just buy the amount of ST they feel is suitable for their characters, not the amount they can to best abuse the trait.
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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#122 |
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Join Date: Aug 2004
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Hmmm, 2 of the 5 players in my campaign have night vision. I impose darkness penalties a lot. Almost every fight and setting. The best fighters oddly enough are the 3 without night vision. One of the 3 has been playing the same character for 8 years, the best pc warrior in the group, and he doesn't have it.
Night vision is extremely useful, no doubt. Overpriced though, I don't think so. Currently, I'm running a scenario that consists of a town fire and the pcs helping in rescue efforts. The fire is at night but the penalties from smoke and obstructing flame are affecting them a lot more than the darkness penalties. Balance most often depends on who is doing the balancing.
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"First Scarran you see, you tell him who his daddy is....tell him Dargo!" |
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#123 | ||||||||
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Join Date: Sep 2006
Location: Luxembourg
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Gameplay issue should be taken into account. Luck or combat reflexes for example are often somewhat underpriced for the 'fun' aspect, to improve gameplay Likewise, i think, for some perks. They are cheap to allow fun, customization and diversity of built. IQ is the prime example here. It should cost about 50 points/level. Quote:
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Remenber that i was trying to state how i perceive some people vision of balance, not my own views :) Quote:
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Controling playyer behavior should be the GM task, not the creation system. But it is something i can understand. Quote:
And i agree with you on the adventure approach. But something should not be more expensive simply because it is related to combat. Anyway, each GM is free to modify and adjust the game how he want it to be, but on a theorical standpoint, i sometimes feel hard to understand why people focus so much on perfect pricing of ability, especially since the frame of pricing is so subjective... For me, 'if it work, don't t fix it' is the rule. celjabba |
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#124 | |
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Join Date: Jun 2006
Location: Sweden, Stockholm
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I remember BESM having skill cost adjustments for different settings/themes, one of their best ideas in that otherwise ridiculously unbalanced system. I myself posted some ideas as for balancing advantages for effective TL (Basically what degree of TL equipment was typically in the PCs hands), but I haven't seen any playstyle/setting/theme adjustment guidelines yet*. * If there are some lying around on the forums, I'd love to get a link ;)
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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#125 | ||
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Join Date: Jul 2008
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Regardless of how much you trust GURPS point-balance, it's at best going to be balance between different efficiently-built characters, not between variably-efficient builds of the same character. Shield Wall Training clearly is going to have an impact on balance between large shields and non-large-shield configurations. But whether it makes the balance better or worse is not a question that you can answer by saying it ought to cost 8 points in simple weapon-skill raises instead. |
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#126 | ||
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Join Date: Sep 2006
Location: Luxembourg
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if your player build character to fit an idea, not to munchkin, who care if something is slightly overpriced/underpriced ... if they want to abuse, even the most perfectly built system will not protect against it. Player in my games often have mismatching cp cost, especially after a few games, so, in my games, absolute fairness in perk point cost is even less of a problem than in other peoples games, of course. Quote:
moreover, here is nothing that say that all 1 point advantage should have exactly the same level of gameplay effect, especially since it is a purely subjective scale... Imho. celjabba Last edited by Celjabba; 03-28-2009 at 03:55 PM. |
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#127 | ||||||
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Join Date: Jun 2006
Location: Sweden, Stockholm
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Luck is of course a case of 'something... everyone would pick'. I don't agree on the IQ for 50p/level though. I use 20p/level, but without the Perception and Will included (so technically 30p/level). HT/DX/IQ all seem fairly balanced compared to each other if you ask me. Quote:
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You are right of course. btw. ;) Quote:
Creating a 'social goddess' with Charisma 5 and Appearance Transcendent is alarmingly cheap compared to 'somewhat competent warrior'. Quote:
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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#128 | |
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Join Date: Sep 2006
Location: Luxembourg
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In my game, per and will are also independent stats, and iq still at [20], and i think it work perfectly that way. (having per and will in iq is, in my opinion, the biggest 'problem' in Gurps 4, and even then it is not really gamebreaking.) Otherwise, i also agree with all your others point. look like we meet in the middle:) Anyway, ad absurdum, here is 'Iq true mathematical cost' for the 'it cost what it cost' crowd. +1will :[5] +1 per :[5] large talent (all 'iq 'skills) ( no reputation-20%, no time learning reduction-20%, cosmic can buy more than 4 lvl+50%) [16] magery without the training speed bonus [9] large power talent (all advantage with iq activation roll**)( no reputation-20%, no time learning reduction-20%, cosmic can buy more than 4 lvl+50%) [16] [51] per level of iq. **(including but not limited to +1 to roll to understand a text/a speech +1 to roll to understand visions +1 to roll to move your point of perception +1 to roll to recover from stun +1 to roll to analyse detect result +1 to roll to memorize sound/smell/taste +1 to roll to access memories +1 to empathy rolls +1 ... ) celjabba |
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#129 | |
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Join Date: Jul 2008
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... Of course, dropped into a world with no recharges for the power armor or plasma rifle and littered with kryptonite for the the superhero, the archer wins hands down. It all depends on what you want from a game. And if it is a problem, the archer's patron could provide him with TL? mulitpurpose vision gear, a personal force field, a compound bow made of memory material which can have many, many times the draw of the archer's own strength, and rocket-propelled guided missiles for arrows (igniting once they are in-flight). All tailored to be used by a TL 4 character who won't be expected to maintain them, but turns them over to properly trained people for maintenance. That's kind of what Patrons are for...or Wealth (Signature Gear wouldn't really help on this). All of that said, it does seem to me that too many Perks are intruding into the area that should be covered by skills and techniques. Which seems to indicate that those skills and techniques are overpriced, since no one would want to pay the costs for them. Note that if the skills were cheaper, then the temptation to buy up stats might be less. (Of course, I'm not sure how to do that and keep anything resembling the current CP costs, so it's not a suggestion, just an observation.) |
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#130 | |
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Join Date: Sep 2005
Location: West of R'lyeh
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