05-01-2007, 10:33 AM | #11 |
Join Date: Aug 2004
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Re: Manifest Of the Cult of Stat-Normalization?
But where did the 3d roll idea come from? Nobody rolls 3d to get a GURPS attribute.
I decided once that in my campaigns, the attributes are distributed lognormally, with 1 SD corresponding to a factor of 1.15 in DX and IQ and a factor of 1.2 in ST and HT. |
05-01-2007, 10:34 AM | #12 | |
Join Date: Feb 2007
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Re: Manifest Of the Cult of Stat-Normalization?
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05-01-2007, 11:26 AM | #13 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Manifest Of the Cult of Stat-Normalization?
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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05-01-2007, 11:42 AM | #14 | ||
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Manifest Of the Cult of Stat-Normalization?
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And "assume a Gaussian distribution" calls for something with certain mathematical properties: a bell curve symmetrical about a mean. GURPS does not provide a statistical distribution for stats; but the implicit one to which Kromm alludes is not symmetrical, and thus cannot be considered Gaussian. But you can approximate a Gaussian distribution by rolling Nd6, where N > 2. (It sort of works for N = 2, but only sort of; a triangle's a lousy bell shape.) Given the range of GURPS scores, has about the right size, though you could do 4d6-4 instead (and get mean 10 and standard deviation 3.4, which would make IQ 0 => IQ 55 and IQ 20 => IQ 145). Or you could just assign a mean and standard deviation, and forget about dice. But that still doesn't fit the GURPS distribution, in that one standard deviation appears to be more like 1 if you're going down from 10, but more like 2 if you're going up, at least for mental traits. I usually prefer to treat the matter descriptively, in the form I offered previously. Bill Stoddard |
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05-01-2007, 12:06 PM | #15 | |
Join Date: Jul 2005
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Re: Manifest Of the Cult of Stat-Normalization?
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Seriously, though, we really need to consider the population we are looking at for each stat. Older people have a different distribution than younger people. Females have a different distribution than males. Different backgrounds in wealth or poverty; care or abuse, etc... The distribution on a first world college campus for St, Iq, Dx, and Ht is going to be different than in a third world freedom fighter camp. Expect 10 for 90% 9-11 for 5% and others at 5% in general. Strength may be different since it is quite easy to manipulate. A person in the right circumstances can easily increase their strength (or in other circumstances be quite weak for their own individual range). I'm not so sure it so easy with IQ and Dx. |
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05-01-2007, 12:34 PM | #16 | |
Join Date: Nov 2006
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Re: Manifest Of the Cult of Stat-Normalization?
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Heath Robinson ----- I created a jumbo-sized HeroQuest board from foam and I also built a case for a 55 inch TV to display animated RPG maps. |
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05-01-2007, 12:46 PM | #17 | |
Join Date: Jan 2005
Location: Charlotte, NC, United States
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Re: Manifest Of the Cult of Stat-Normalization?
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This has annoyed me enough to ponder a house rule fix, but I've never been satisfied with enough of my alternative to actually use it beyond a simple redefinition of how Default Skill Levels are calculated. In RAW, Default Skill Levels for [Attribute] 10 are... Easy (-4) = 6 Average (-5) = 5 Hard (-6) = 4 Very Hard (-7 or worse) = 3 or worse [1] In RAW, Default Skill Levels for [Attribute] 20 are... Easy (-4) = 16 Average (-5) = 15 Hard (-6) = 14 Very Hard (-7 or worse) = 13 (or worse) [1] With a high enough [Attribute], you don't need to spend points in any Skill to be "world class" in that Skill at least as far as routine (TDM +4) tasks are concerned, and you don't need to spend points in Easy/Average Skills to be "world class" even in "used under stress" normal adventuring circumstances. This part can be fixed very easily by calculating Default Skill Levels from half [Attribute] adjusted for difficulty (+1 for Easy, 0 for Average, -1 for Hard and -2 or worse for Very Hard). [2] HR Default Skill Levels for [Attribute] 10 would be the same. However, HR Default Skill Levels for [Attribute] 20 would be... Easy ((/2)+1) = 11 Average (/2) = 10 Hard ((/2)-1) = 9 Very Hard ((/2)-2 or worse) = 8 or worse That takes care of unrealistic (or at least discomfortingly high) Default Skill Levels. The only question remaining is whether Talents should add to the base [Attribute] before calculating the Default Skill Level or add directly to the Default Skill Level (and I haven't decided for myself because I haven't given the issue enough thought). Unfortunately, this still leaves the issue of high [Attribute] characters being capable of becoming "world class" in almost any Skill with only a point or two of study/practice (and in several totally unrelated Skills with only a handful of points). For some, this is not a problem. For others (including me), this is a problem. I grant that I have almost certainly never met a real person with a GURPS IQ of 20, I grant that such a person might not even exist at the moment, and I grant that I probably can't accurately imagine what such an awesome intellect could do, but I'm fairly confident that one point of study would not make him/her equal to the world's current leaders in [Skill]. The "fix" I have wrestled with so far has been buying Skill Levels up from Default, but I'm not sure how far above Default that first point spent should buy your Skill Level. Too far and the result isn't significantly different from RAW. Not far enough and some players will balk at the resulting high price of being "world class" in any Skill. However, I haven't "run the numbers" so my intuitive concern might actually be completely inaccurate. Judging from many posts I've read in this forum, many people do not perceive Talents as realistic, practical and/or useful. Perhaps buying Skills up from Default would change that if "world class" Skill Levels were expensive even for high [Attribute] characters. FOOTNOTES [1] I don't have my books with me at the moment so I might be (and probably am) wrong about Default Skill Levels for Very Hard Skills. There are so few of them, it is probably best to handle them individually than as a class anyway (hence the "or worse" caveat). [2] I came up with this HR years ago while fiddling with G3E, but I have seen it suggested on this forum more than once. That so many people independently suggested the same "fix" leads me to believe it should become RAW. If nothing else, it seems an intuitive fix.
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Tim Harris The Seeker Time Lord Saving the universe one planet at a time. Occasionally from my own mistakes. Oops. Last edited by the_seeker; 05-01-2007 at 10:35 PM. |
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05-01-2007, 01:01 PM | #18 | |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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Re: Manifest Of the Cult of Stat-Normalization?
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Sorry if it sounded like an attack, I just wanted nail it a bit more. Nothing personal. |
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05-01-2007, 01:10 PM | #19 | |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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Re: Manifest Of the Cult of Stat-Normalization?
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I'll seriously consider using this. The point about 1cp = enormous skill, well I kind of agree, but that would mess with the values of atributes too much. And a solution is bound to be less elegant than that one for defaults. Does the Cult of Stat Normalization have a webpage yet? :P |
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05-01-2007, 01:22 PM | #20 |
Join Date: Jul 2005
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Re: Manifest Of the Cult of Stat-Normalization?
I struggle with the problems of being world class in everything similiarly. I went so far as to have all skills built around an attribute of 10. That can have quite a normalizing affect.
If you want a character to have a 15 in karate it costs x. Period. 24 points if you have a dx 10. 24 points if you have a dx 15. None of this, "well my character is agile so he's better at karate." That's immaterial and antithetical to the genericness factor of GURPS namesake. If you want to be agile, pay the points. If you want to be good at karate pay the points. I don't see why you should get some kind of point break for having attribute/skill synergies. I don't know what to do about defaults. I suppose if you are willing to have a character with an attribute of 15, you are going to have quite a few skills at 10 or 11 for free.... I tend to limit defaults appropriately. People get a default to many skills - but unless you put points into it, you are "fiddling your way through;" and the quality of your work is going to be lacking in comparison of someone with equal skill with points invested. In a contest of skills between any two characters, the one with the most points in their skill should win. In a contest of attributes, the one with the most points in their attribute should win... If there are factors that require multiple skills; find the primary skill and give someone a bonus for having more points in the other skills. i.e. st 15 dx 10 karate 15 strongguy is fighting st10 dx15 karate 15 dxguy in a dojo - same points, equal chance to win. same folks in a bar fight; less opportunties to use speed, the strongguy should have a better shot at "winning" the contest. same folks in open terrain; more opportunities to use speed, the dxguy should have a better shot at "winning" the contest. Last edited by LemmingLord; 05-01-2007 at 01:28 PM. |
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