09-14-2019, 07:53 PM | #31 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Maximum Attributes for Real World People
Okay, well, that could be a point of Soldier, at least.
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Bill Stoddard I don't think we're in Oz any more. |
09-14-2019, 07:58 PM | #32 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Maximum Attributes for Real World People
Honestly, given the way the skill system works, the evidence for stats above about 12 is dubious. A stat of 12 learns skills four times as fast as a stat of 10...
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09-14-2019, 08:01 PM | #33 |
Join Date: Dec 2007
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Re: Maximum Attributes for Real World People
No it doesn't. 1 point is one point for either stat. It takes just as long to improve for either stat.
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09-14-2019, 08:01 PM | #34 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Maximum Attributes for Real World People
Stats just cover far too many things to work for simulationism as I believe people call it.
Some real individuals may have super quick learning, but start with abysmal defaults, and vice versa. That's not even getting into talents which I think far better represent rare geniuses and super athletes. And of course that real strongmen specialize in lifts so shouldn't be used as examples of maximum human over all Strength.
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09-14-2019, 08:26 PM | #35 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Maximum Attributes for Real World People
Quote:
One of best example of this "power through" mentality I have seen was in the fan created GURPS Mummy. Even in 3e there were better ways to achieve the same results without sending the stats into orbit and 4e has made things even easier.
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09-14-2019, 09:02 PM | #36 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Maximum Attributes for Real World People
Quote:
The plausible range of stats would be larger if the cost curve for skills was different. |
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09-14-2019, 09:10 PM | #37 |
Join Date: Dec 2014
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Re: Maximum Attributes for Real World People
Exactly! What would be a more realistic cost curve for skills? I tinkered with some different models but never came up with anything satisfying. My first solution was that all skills had a fixed cost for a level, but stats above 10 gave a 10% cost reduction. So DX 15 means that all DX-based skills cost 50% less. But I abandoned this as it had lots of issues.
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09-14-2019, 09:41 PM | #38 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Maximum Attributes for Real World People
And IQ 12 with 8 points has skill 14, but IQ 10 with 16 points has skill 14. That's only 2:1. If you go to skill 16, it's 16 vs. 24, which is only 3:2. Push it up to skill 20, and it's 32 vs. 40, which is 5:4. As you increase skill level, the ratio looks to go to 1 as a limit. Doing a ratio at only one point on a curve doesn't produce meaningful results.
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Bill Stoddard I don't think we're in Oz any more. |
09-14-2019, 09:50 PM | #39 |
Join Date: Dec 2006
Location: Meifumado
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Re: Maximum Attributes for Real World People
That's an argument against the defaulting rules being unrealistic, not about high skill levels. I think the alternative suggestion is to use a fraction like 2/3 for the default, instead of a flat -4/-5/-6.
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09-14-2019, 10:01 PM | #40 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Maximum Attributes for Real World People
Or just adopt an alternate rule that cut off defaults after your stat reaches 16. With that, the very most brilliant person on Earth could play chess, or design model railroad layouts, or keep house as well as an entry level professional or serious hobbyist, given the requisite familiarity; for anything else, they would fall a bit short of "professional" level. I think that neatly avoids the worst issues about defaults.
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Bill Stoddard I don't think we're in Oz any more. |
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