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#51 |
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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Judging by the particular deficits involved in some cases of Asperger's (like mine), I suggest that you include at least 1 part each of Hearing and Visual perception. Having scrambled sensory processing messes up my ability to perceive, let alone understand, nonverbal social cues (facial expressions, body language, tone of voice, etc.). This has a big negative impact on social skills -- growing up with this problem denied me the ability to learn social norms that weren't explicitly explained in words (and very, very few are in my culture).
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I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) |
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#52 | ||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Only from memory, and sadly none of them are on the web. "Omnilexicon", as a friend of the author named it, had about 30 character attributes. I think they started as a three-way split of physical, mental and spiritual, or something like that, and had sub-attributes for strength, dexterity and agility under physical, and several things under mental that I can't remember.
While it's fairly easy to define physical capabilities in ways people can cope with, the sub-flavours of mental capability are harder to nail down. It's comparatively easy for a rules author to split them up in a way that makes sense to them, but getting everyone else involved to understand it the same way is harder than it looks. Quote:
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I've seen a similar problem with a game called "MAD", which is sufficiently complicated that one can't generate characters without using the Java application that has been created in parallel with it. |
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#53 | |
GURPS Contributor
Join Date: Sep 2008
Location: near London, UK
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It gets fuzzier for interpersonal stats: power is charisma, endurance is your ability to resist influence, but speed and accuracy don't have any ready equivalents in the way people normally think about personal interactions. (That system assumed, like GURPS 4th and many others, that a skill would normally be used with a specific stat but could be floated to others if the occasion demanded it. This is a compromise I'm happy with)
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Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 |
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#54 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Speed could well be wit: the thing we don't display when we have a great comeback five minutes too late. But I'm not sure that these thing add up to a complete description of interpersonal capabilities. |
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#55 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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It's quite true that even the interpreting of "obvious" sensory information is a form of intelligence. Just look at how much brain tissue is dedicated only to faces.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#56 |
Join Date: Apr 2006
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The problem with making multiple intelligences explicit attributes, as someone noted, is that you run into problems deciding (and agreeing on) how many of those intelligences a particular task involves. The advantage of Talents here (and things like Charisma and Perception) is that those decisions have already been made, for the most part: you're good at these specific skills, or you get a bonus to these tasks, etc. You could argue over skill floating, I guess, but I don't imagine that actually happens very often.
Making it so that multiple broad Talents are not a worse deal than IQ does make choosing what skills go in a Talent somewhat easier, I think; since you can afford to have more skills in a Talent, you don't have to be so picky about only choosing the most essential skills for that Talent, and there's less worry if a few of the skills are relatively worthless. |
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#57 |
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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I don't find the talents to be metagamey. There are so many little subsets and variables of personality and intelligence and skill and experience that intersect to make somebody better or worse than one thing over another.
A talent is also a good way to represent "general experience" that would make your defaults better without bumping the attribute. If you've informally read a lot about a subject, or if you just find it easier to remember and use some skills vs. others for whatever reason, that's easily represented by a talent. So a talent for animal skills could be a combination of having grown up with several pets (general experience) and having a personality that fits working with animals.
__________________
I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) |
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Tags |
attributes, house rules, sagatafl, talent |
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