09-01-2021, 03:05 AM | #31 | |
Join Date: Aug 2019
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Re: Are there any supplements that have revisited GURPS attributes?
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A critical look at it though and you can see it's literally just moving points around and doesn't help anybody. Too many are demanding to be able to make an ultra-skilled swordsman who is still DX10. Or Ultra-heavy lifter who is still ST10. The game lets you do that, but it's obvious that this is not how a human being operates, and it's rather impossible to not develop broadly before you reach that sort of specialization. All official templates advocate for you to buy attributes first and foremost, so literally playing the game as written would brand you a min/maxer and munchkin - that's nonsense. And, in the end, the whole shebang is happening because investing heavily into skills is not 'point efficient', like the supporters of it absolutely need every single point to be counted and effective, ESPECIALLY against other PCs. It's not even about making sure your character is capable of doing things you imagine him to, it's pure optimization and the REAL min-maxing. GURPS demands attributes to be a big part of your character, but they cost points and these points are 'wasted' if you are not broad enough of a person to take advantage of them, so a lot of people seem to demand the ability to simply dump points into Murder, Run Away and Talk Smack without touching attributes at all, and also making sure that players who do touch them are disadvantaged. How is making attributes less relevant and making characters that are "10 ST, 10 DX, 10 IQ, 10 HT, 80 points into guns" the GOOD thing? At least attributes enable defaults, so that you can say that your character isn't living his entire life Shooting Bow [20] and Surviving (Woodland) [24] and could actually, maybe, remember a folk tale (History IQ-6), tie a knot (DX-4) or turn the deer he shot down into leather gloves (DX-4).
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09-01-2021, 06:35 AM | #32 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Are there any supplements that have revisited GURPS attributes?
I see quite a few characters and templates that seem unrealistic in the narrowness of the skill list. Characters who purport to be normal for their setting but have, for example, with NO Savoir Faire, or NO Carousing, or NO Swimming, or NO Driving, Riding, Teamster, Bicycling, Writing, Math, Games, Sports, Hobbies, Animal Handling... absolutely nothing learned from parents or community before becoming adventurers.
In short, I think the desire to hyperspecialize in skills is at least part of what people see as a 'problem' with attributes. |
09-01-2021, 06:44 AM | #33 | ||||
Join Date: Jun 2013
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Re: Are there any supplements that have revisited GURPS attributes?
I mean, if you ignore the people who have actually encountered problems with it during character generation, sure. I will agree that one shouldn't simply take it on faith that it's a problem, regardless of whoever else has an issue with it - one should design characters and, ideally, run a campaign or three to see if it's actually an issue at one's own table. While I don't really have any GM'ing/playing experience (outside of a brief aborted zombie apocalypse campaign), it is an issue I've run into with some frequency when designing characters - I very frequently would start with a character for whom the concept calls for some level of DX, and where the final build ends up at +3 or more to DX above that (going from average to exceptional, exceptional to amazing, amazing to peak human, peak human to beyond human, and so forth). In theory, I could fluff things to say "Oh, this guy's actually just exceptional, the DX beyond that just represents a lot of training in DX-based skills," but high DX mechanically does not work that way. Perhaps in play the difference wouldn't be apparent enough to make a difference but, well, Training is a really simple "fix."
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Indeed, that's how I came up with the pricing. Training (Physical) started life as Training (DX). It's priced the same as +1 DX [20] combined with -0.25 Basic Speed [-5] (the combination of which is often called "DX!"). The advantage of Training (DX) over DX! is that the former increases relative skill level, so that it comes into play when floating to another attribute (or just floating to 10), when determining if one qualifies for damage/Trained ST bonuses, and so forth. The advantage of DX! over Training (DX) is that it improves defaults, has cases where DX is rolled against (such as keeping one's footing after being shoved back), and it comes into play when other skills are floated to DX - Training (DX) won't help you fit into tight places when doing repairs, but DX! will. Training (Mental) started life as Training (IQ), which would have been [10]/level, just like so-called IQ!, for the same reasons as above. I disliked the two versions of Training having different prices, however, so I decided to have it also cover Per and Will skills (Per and Will are two attributes where buying them up is still a good idea even if you lack any related skills, as they tend to be rolled against directly). This made the name more appropriately be Training (Mental). Eventually, having Training (DX) and Training (Mental) irked me enough for me to opt to go ahead and shove HT-based skills in with the former to make it Training (Physical). I really don't consider this to be a problem - improving related skills is at best a tertiary benefit of boosting the powerhouse attribute that is HT, so having that as a "gimme" for Training (Physical) is not, I feel, unbalanced. Quote:
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GURPS Overhaul Last edited by Varyon; 09-01-2021 at 06:48 AM. |
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09-01-2021, 07:29 AM | #34 | |
Join Date: Aug 2019
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Re: Are there any supplements that have revisited GURPS attributes?
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2) Build method and character concept have very little in common, and I already explained to you that two completely different characters can have the same exact build, because the system first of all encourages, officially, to stat things in the cheapest way possible. And second of all, the system is limited by it's books, it cannot contain 100% of your imagination in it the way you want it to. Nobody is upset that in The Other Game you MUST have high INT to be a wizard, but for some reason peope are very upset about similar situation in GURPS. You expect the game to be more than it is - a collection of rules to organize and direct roleplay. 3) Can't comment much on that 4) Defaults are very much NOT background skills your character has. Basic Set officially equates it to 'having an idea how something works from TV'. This is obviously not the case with 12 years of basic schooling, or even as basic as study to get driver's license.
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09-01-2021, 07:33 AM | #35 |
Join Date: Aug 2004
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Re: Are there any supplements that have revisited GURPS attributes?
I don't think it's an issue at all.
It does make it harder to implement a class-based system, for example --- a class wants to be competent within a specific niche, incompetent (or so) in other niches, and each class niche is sufficiently broad that it's point-wise more efficient to raise attributes than to raise every skill in the class. Of course, that mostly means that, when bolting a class-based system into GURPS, you need to adjust how attributes and skills are bought, or how they relate, etc. Then again, class-based systems are terrible (and level-based systems are worse), and GURPS isn't class-based at its core, so it's not an issue with GURPS ;) Another take is that is that attributes and skills, like anything else, break down a bit (in terms of realism) when you use very high CP totals. But then, by "realistic" standards, most attributes higher than 16 are basically supernatural or cinematic, anyway --- so it makes sense that you'd get supernatural/cinematic results like seeming-omnicompetence. |
09-01-2021, 07:48 AM | #36 |
Join Date: Jun 2017
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Re: Are there any supplements that have revisited GURPS attributes?
It's probably telling that when systems like D&D let you determine you ability scores via buying, rather than randomization or pre-set arrays, the cost for scores goes up and/or there are hard caps.
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09-01-2021, 08:00 AM | #37 |
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Join Date: Jul 2004
Location: Montréal, Québec
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Re: Are there any supplements that have revisited GURPS attributes?
I'd like to weigh in on two points:
1. As has been stated, GURPS attributes do not distinguish nature from nurture. It's a conceit of the system that highly trained people with many skills that depend on an attribute will have higher values of that attribute to reflect having trained in all that stuff. Indeed, the most realistic way to improve an attribute is probably to study a bunch of skills based on it until reducing all of those skills by one level and shoving the points that saves into the attribute raises the attribute by one level, thereby giving the same final skill levels. So . . . your Navy SEALs or whatever probably do start with higher-than-average attributes (say, 11 or 12) owing to a rigorous screening process, but will likely end up with even higher scores (say, 13 or 14) through intensive training, and it's impossible to distinguish what's nature and what's nurture in the resulting character. 2. Defaults represent not just applying innate gifts to solve problems you've never trained to solve, but also all the stuff you pick up during the course of living life (this is why you get no default for skills unknown to your society; see p. B173). Again, there's no nature vs. nurture distinction. This means that for characters with high attributes justified through either being good raw material or having had lots of training, defaults are "good enough" for background skills. If a typical person has Area Knowledge, Housekeeping, and a few Hobby Skills at 10-11, Driving and an Influence skill at 9-10, etc., then some heroic type with DX 14, IQ 14 has defaults of 9-10 in all this stuff and is no less typical . . . they don't need to clutter their character sheet with a long list of minor skills, and in fact it's kind of silly when they do spend points and end up with Area Knowledge-14, Housekeeping-14, Driving-13, etc. and are better cab drivers and maids than people who are actual cab drivers and maids! All of the above is intended behavior, deliberately baked into GURPS. If you dislike it, then as others have pointed out, you're heartily encouraged to go buy GURPS Power-Ups 9: Alternate Attributes, which is an entire toolkit for disagreeing with GURPS's assumptions about these things, and which shows all its work rather than hand-waving details. And if you specifically want to distinguish nature from nurture more, I'd also point you to the Talents as Training rules in GURPS Power-Ups 3: Talents.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
09-01-2021, 08:33 AM | #38 | |||
Join Date: Jun 2013
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Re: Are there any supplements that have revisited GURPS attributes?
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As for the second, GURPS is not restricted to the published books. It's not a series of holy texts where any alterations will bring down the fury of a vengeful god. Houserules are a perfectly fine addition to it, so I see no reason to discourage such a "heresy." Quote:
See "Everyman Skills" (Pyramid #3/65). This is a list of common tasks anyone is expected to be able to do, with modifiers that make it so required rolls are against Attribute+0 for those performing at default, Attribute+4 for those with [1] in the skill. Basic education (technically, it says elementary education, but my interactions with people indicate many don't retain a lot of those skills beyond an elementary understanding - consider the show Are You Smarter Than a Fifth Grader?) and typical driving are explicitly included, alongside quite a few other things. As I noted, however, most people will have at least some of those skills above default - for me, I'd say I've got Swimming, Driving, Bicycling, Writing, Math, and a few Games/Hobby skills at at least [1], but probably rely on defaults (with some Advantages/Disadvantages skewing things a bit) for the rest.
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09-01-2021, 08:52 AM | #39 |
Join Date: Jul 2007
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Re: Are there any supplements that have revisited GURPS attributes?
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09-01-2021, 08:54 AM | #40 | |
Join Date: Jun 2013
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Re: Are there any supplements that have revisited GURPS attributes?
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To be clear, I'm not saying the GURPS authors dropped the ball here - this is something of a niche application, and 90+% of the time in play, I expect the above two characters will behave just the same when using their rifles. I'm just saying there's room for improvement for those of us who want it (I think Training does a good job here, although I may want to take another look at the bit from PU3 to see how it compares).
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GURPS Overhaul Last edited by Varyon; 09-01-2021 at 09:04 AM. |
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