07-15-2023, 03:53 PM | #11 | |
Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Re: Re-calibrating Attribute Costs
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This reminds me of an idea I had a while ago, but I haven't been able to test it. It would keep the costs as they are, but introduce stat modifiers, similar to what happens in D&D: 10-11 = +0 12-13 = +1 14-15 = +2 16-17 = +3 18-19 = +4 20-21 = +5 Using this idea (which I admit I haven't tested, it's just something that came to mind), you would add the attribute modifier to the skill, rather than the entire attribute itself. With this, the skills would have a common base based on difficulty, instead of attribute. It would be like this: Easy: 1 point = 10 2 points = 11 4 points = 12 8 points = 13 12 points = 14 Etc Average: 1 point = 09 2 points = 10 4 points = 11 8 points = 12 12 points = 13 Difficult: 1 point = 08 2 points = 09 4 points = 10 8 points = 11 12 points = 12 Basically, it's like for skill purposes, everyone has a base attribute of 10. Then the final SL is the composition of that base (which can start with 10, 9, 8 and 7 depending on the Difficulty of the skill) + whatever you pay for training by the skill table, as it normally is today + ability modifier + Talents, if any. At first it sounds like you're doubling the cost of attributes, yes. But there are still situations where you roll the raw attribute, as it normally happens, in situations foreseen by the system (perception tests to notice something, intelligence tests to remember things, DX tests to keep balance, etc). That way, someone with IQ 20 (+5 modifier) and with 1 skill point spent would have SL 15 for Easy skills, 14 for Medium, 13 for Hard, and 12 for Very Hard. As opposed to the current 20/19/18/17. Again, I haven't tested it to see how it looks, but in theory it seems to lighten the weight of attributes in skills a bit. It also makes Talents interesting from a cost-effective point of view.
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07-15-2023, 05:11 PM | #12 |
Join Date: Jan 2015
Location: Madrid, Spain
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Re: Re-calibrating Attribute Costs
I dont dislike your solution.
You might as well decide that ALL skills are "average cost" (base 9) and the difficulty of the action (easy +1, average +0, hard -1, very hard -2) depends on the "usage".
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07-15-2023, 10:32 PM | #13 | ||||||||||||
Join Date: Jun 2022
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Re: Re-calibrating Attribute Costs
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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". Quote:
I wouldn't give myself attributes over 11-12, but I'd need well over 100 points to be able to competently do everything I know I can successfully do under stress. And that's just figuring skills of 12, slightly better than 50% success under stress (which I don't actually consider competent, but I'm willing to accept Extra Time and Tool modifiers might also apply). Caps are not a solution, they are in fact the opposite of a solution to "Let's figure out how to have an IQ 18+ PC not steppy all over the IQ 12 broadly skilled PC". Quote:
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And before you show up Anthony, no "0% feature" of "you don't actually have a high IQ, it's just a 20 point Talent for skill purposes" also isn't actually addressing the problem. Partially because in GURPS you don't just get what you pay for, but you should also get what you pay for. And actually, the real solution might be "start over with an entirely new cost structure for everything"... in which case I'm also more than willing to hear thoughts on that as I consider it myself. Quote:
The only PCs I've seen who keep pushing DX over individual Skills or Basic Speed are those who want a handful of skills and high Basic Speed (for Initiative, Move, and Dodge) or DF Thieves who want all the non-combat DX skills way up there... and then, well... they never really niche stomp now do they? Quote:
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And in the end it still didn't really solve the problem. It just shifted the problem area down a few pegs. (Okay, the problem did not manifest in that game, but it still could have, just would have been IQ 16 versus 10 in that case, had it showed up.) Honestly, caps and reduced costs to capped Attributes isn't as elegant as the "By Default" article's answer, it was just far simpler. And it doesn't remove the problem, it just shortens the window in which it can appear. |
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07-15-2023, 10:39 PM | #14 | ||||||||
Join Date: Jun 2022
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Re: Re-calibrating Attribute Costs
Arcanjo7Sagi, I'm splitting my responses to you out only because I hit the character limit and I responded more to you than any other individual.
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But, I'll let you in on a secret, I'm not worried about stupidly high single or paired skill levels. Johnny One-Skill is never a problem for me. Not even Dr Kromm's Zombie spell of 50 would be an issue in a game where vanilla magic was allowed. I run Action! games, so stupidly insanely high skills are perfectly fine. Now, I will grant you, yes, it does need to be considered and thoughts on "but what about everyone else" needs to be addressed... but then I find anyone who has problems with skills above 20 are already probably implementing Skill or Attribute Caps (or both), or they'd be parsimonious with points anyway. Or using Templates which also neatly sidesteps the "but what if extremely high skill". Quote:
Let me restate the problem: IQ 18+ PC and IQ 12 broadly skilled PC. The second one gets stepped on all over the place unless the second one spends far more points in skills than the prior did in IQ alone. But yet, I would like to be able to let them both coexist in a party without having to resort to "Just don't step on the other PCs niche, m'kay". Now, I could see a "low DX broadly weapon skilled PC gets stepped on by DX 18+ PC" as being a problem, and I'm also considering that as part and parcel with this "What about rejiggering Attribute costs" question, so consider DX (and to a far lesser degree HT) also needing to be addressed. Quote:
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I almost never see that outside of fairly focused PC builds and that's what we have Talents for. Quote:
But, establishing from the start, for everyone, that Attributes will incrementally increase (or are just flatly more expensive), is another thing. Quote:
That's an interesting take. It doesn't address my problem, but it's an interesting take. It does make higher skills far more expensive, which would inflate the value of buying Attributes on broad generalists... which I'm already finding is a problem with the current system. |
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07-16-2023, 12:00 AM | #15 | ||
Join Date: Dec 2007
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Re: Re-calibrating Attribute Costs
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07-16-2023, 03:45 AM | #16 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Re-calibrating Attribute Costs
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Having high chances of success on raw attribute rolls doesn't seem to be a major problem in GURPS. Would refiguring skills based on 5+(attribute/2) make sense to you? That considerably reduces the effect of high or low attributes on skill levels.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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07-16-2023, 05:22 AM | #17 | ||
Join Date: Jun 2022
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Re: Re-calibrating Attribute Costs
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But you do seem to understand what I aiming at, a PC who has 16+ in Armory (Battlesuits), Armory (Body Armor), Armory (Heavy Weapons), Armory (Small Arms), Chemistry, Computer Hacking, Computer Programming, Engineer (Artillery), Engineer (Electrical), Engineer (Electronics), Engineer (Materials), Engineer (Microtech), Engineer (Nanotech), Engineer (Robotics), Engineer (Small Arms), Engineer (Vehicles), Expert Skill (Computer Security), Explosives (Demolitions), Machinist, Metallurgy, and Smith (Black). (Note, I'm allowing for Defaults to handle a lot of skills I'd still want to pile on such a Character, like Electronics Repair and Electronics, Expert Skill (AI), Cryptography, and I'm handwaving "builds a particle accelerator to invent an new element" under Chemistry, Metallurgy, and Engineer (Materials), instead of Mathematics (Applied) and Physics.) Probably a 14 in Administration and Finance at least... I mean he runs an international weapons manufacturing company. That's 23 skills... so once they hit, ahh, we're giving Gomer Pyle Iron Man an IQ of say 12, that plus social Disads should fit, so at Skill 13 those 21 "gadgeteering" skills are going to start costing 84 points per +1. So 252 points just to hit a 16. And you think IQ 17 or 18 isn't a "better" build? Sure, there's a Talent or two we can use to reduce the cost, but we're still talking 20 points per +1. Isn't your argument that at this point, "just buy up IQ" is the better build? Now, Tony Stark? Yeah, if I were building Tony I'd want IQ 18 (16 minimum!) because there are IQ skills I haven't even listed that he's shown using, not to mention the four or so social skills... but if I want to play "redneck Iron Man" (and not some 'diesel-punk' version) it's stupidly expensive to make the PC using the current rules. Quote:
So, yeah, that could work alongside a 'slight' (maybe doubling) of IQ. I'm not sure DX would need to be adjusted with By Default in play. I'm still thinking about DX, it still feels right to adjust it's cost as well, but maybe not as much as IQ. |
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07-16-2023, 07:14 AM | #18 | ||
Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Re: Re-calibrating Attribute Costs
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One way to try to get around it is with talents. In the case of a hypothetical Tony Stark with IQ 12, a combination of Artificer, Business Acumen, and Mathematical Ability might do the trick. Maybe even excluding the middle one, since the third one includes some financial expertise. Usually when I see players wanting broadly competent characters, when they don't want high IQ, it's usually in a certain theme, covered by Talents. Now, if your player wants to be competent in everything... then it becomes more difficult in the current model, at least without resorting to attributes. It is difficult because: (1) it is an inherent concept at the core of the system that comprehensive competence is a function of attributes, and (2) there is no Universal Competence Talent in the system. So I understand the motivation to increase attribute costs, to make both characters' spending closer. But even so, eventually the problem may occur, but you will need more skills for that. If you are going to increase the cost of attributes then, you will have to stipulate how many skills you want to balance it with. Will it be 20? 50? Because there are hundreds of them in the books. Or you can take the idea from the other topic and have a Universal Skill Talent. I think this is because it's a concept that people often take for granted: a character with a high X attribute is conceptually more competent in a number of areas than someone with a lower X. Even in D&D this can happen (especially in 5E): The Bard with Charisma 20 without social skills (for some reason) will be better than the Fighter with Charisma 10 who paid for the skills, at least until almost 20th level. Almost every traditional system has something like this, it's the attribute function. In some systems that use %, like Eclipse Phase, this is minimized because the weight of attributes in skills is much lower than in GURPS. EP stats normally go up to 30 for Transhumans, 20 for normal humans at most, while skills go up to 99. The problem is minimized, but can still occur: depending on how many skills you want to have, it will eventually pay off more to level up the stat to stat. ceiling (although it may not be so easy in the scenario, in theory it is a possibility). But, it's not the only way of design. In Castle Falkenstein, as I recall, and other RPGs with a different approach, there aren't even attributes, you pay for each skill separately, without any connection to another factor in the system. Somewhere in GURPS there is a suggestion like this: all skills are unlinked from attributes and are now paid based on 10. Someone with IQ 18 and someone with IQ 12 will pay the same amount of points to have 20 skills at level 15, for example (disregarding talents). Look at page 12, "More Expensive IQ", in Power-Ups 9, Alternate Attributes. If your goal is to increase IQ cost, it might give you some ideas. I've mentioned it before, but it might have been overlooked in the middle of the messages. The entire section, "More Expensive Basic Attributes," which begins on page 10, is worth reading.
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“He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.” |
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07-16-2023, 07:15 AM | #19 | ||
Join Date: Aug 2004
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Re: Re-calibrating Attribute Costs
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No, I don't think I've seen anyone seriously want to play those tropes (and for that matter, I don't think they fall under "supers" or "supernatural" at all). It's the sort of thing I'd expect from someone trying to play "gotcha" with a universal system, or perhaps engaging in a contest to see how weird of a character concept they can come up with. (I have seen one that was kinda close, in a shadowrun campaign, I suppose --- sort of a hyper-specialized character who gets everyone else blown up.) Quote:
I see no reason to fight against the system. It handles these things quite well. |
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07-16-2023, 07:27 AM | #20 | |
Join Date: Jun 2006
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Re: Re-calibrating Attribute Costs
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The other not too bad alternative in GURPS is to allow characters to buy IQ (only for skills -0%) if they like, trading any points they have in skills for levels of the "limited" attribute whenever they like. That gets you the same high skills for the same total cost as high IQ guy, without having the IQ - you give up a [few] points, whatever the fair cost of a high attribute that has no effect on skills might be, but not so many the balance is horribly off.
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