07-16-2023, 07:36 AM | #21 | |
Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Re: Re-calibrating Attribute Costs
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I understand the motivation, to make the game fun for everyone. But if the player wants his character to be as good as Lionel Messi in football/soccer, with Stephen Hawking's sheet... then it becomes really difficult. Despite the above exaggeration, I really understand. Sometimes we think of a character concept that is not efficient in points. It happens. I've had some of those: characters that didn't make sense to have IQ or DX 18, but who were competent in many areas. In the case in question, it would conceptually have about 3, maybe 4 Talents. But the cost of these Talents added together was greater than simply increasing attributes. It wasn't efficient. So yes, some characters are not attractive from a cost-benefit point of view. However, this ceases to be a problem when the group stops caring about point balance. It's not for everyone, it's not for every game, but sometimes people just want to make characters and have fun and don't care if there's a difference between points. As long as everyone has space in the game, some people don't care. It's like playing Justice League or Avengers. Characters like Thor and Superman have far more points than Batman or Captain America. But when the story is done well, everyone has room to shine and have fun. I know it's not the solution you're looking for, but it's something that works for me. Sometimes. I understand that RPG balance is a common concern. Not every system cares, but I understand it's a recurring subject. But when we have an excess of concern in this, it can lead to lands where it is not attractive to me, like in D&D 4: from worrying so much about being balanced, it ended with the taste of the unique aspect that each class had, and everyone it became the same in a way that didn't attract me. I know this isn't exactly what you're saying or looking for, but I thought it was a related topic.
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07-16-2023, 09:10 AM | #22 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Re-calibrating Attribute Costs
Easy solution: Don't use a point buy system. Either use a different system, or use GURPS and ignore the points, because there isn't a way to make every combination fairly priced against every other.
Or if you do find a way to make every possible combination of abilities fairly priced, let Steve Jackson know. I look forward to Hot Lead.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
07-16-2023, 10:56 AM | #23 | |||
Join Date: Dec 2007
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Re: Re-calibrating Attribute Costs
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07-16-2023, 12:10 PM | #24 | |
Join Date: Apr 2005
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Re: Re-calibrating Attribute Costs
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A potentially simple way around all those disads is to give the character an "Anti-Talent" disadvantage. Say, -5 points per -1 to social skills. Not as cost effective as buying roleplaying disads with game mechanics effects, but it saves pesky roleplaying and bookkeeping. The idea of Anti-Talents is discussed in whichever Power-Up book covers talents, but not fleshed out, IIRC. Going the other way, there's no rule that you can't have more than one Talent, like Artificer 4, Business Acumen 4, but otherwise IQ 11. That's point inefficient, though since you're paying 25 points per level just to boost a subset of skills. A potential workaround is to cap costs for multiple talents at 15+1 per talent after the first or (cost of most expensive talent) + 1 per extra talent, max 19 points/level. If you want a RAW explanation for cheaper levels of multiple talents, call it a subset of Secondary Abilities. |
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07-16-2023, 09:22 PM | #25 | ||||||||
Join Date: Jun 2022
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Re: Re-calibrating Attribute Costs
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It does mean I need to find a new "breakpoint". Where does it become better to buy up an Attribute rather than skills because it's again become inefficient to do so. Like 20+ skills? Right now, with the way I let Players just makeup whatever they want in Talents, I feel that's about 10 skills. After 10 "core character" skills, Talents stop being as efficient as just raising IQ. I have Players however who say the breakpoint is 4 skills. After 4 "main character" IQ skills they prefer to just raise IQ, even when Talents are on the table, because they never just have four IQ skills "and may as well raise all the others too". This means, IQ is too inexpensive. Again, inversely, I don't often see this problem DX, I've seen plenty of PCs where teh Players had 4-6 DX based skills and were fine leaving DX at 12-14 (whatever they started at) and just nudging up the skills if they thought they needed them. And again, another 'anecdote', but I've had Knights raising IQ because they had 5 IQ and Per skills and it was just better to raise IQ and get the Per and Will bumps along with! I'd rather see those PCs raising individual skills. Quote:
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Actually, this is the one place I do allow for Anti-Talent, if someone has an Attribute over 14 and wants an Anti-Talent, I generally allow a modified version (half the number of skills affected in cost, each level is -1 to affected skills, you can still buy the skills). But again... Talents are not the solution I'm asking for assistance with. * Actually Confused minus the "flashing lights and loud noises" autism penalty really works well for this type of "smart person who is socially incapable". It just really requires a deft and subtle hand and a Player who isn't going to still constantly try to make social skill rolls anyway. Yes, about half my Players are the type to try to 'get around' their disads. Le sigh. So I do have to kinda build things with that annoyance in mind. Last edited by mburr0003; 07-16-2023 at 09:39 PM. |
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07-17-2023, 12:20 AM | #26 | |
Join Date: Sep 2019
Location: UK
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Re: Re-calibrating Attribute Costs
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Doesn't Clueless work? It looks like, in the other direction, the Smooth Operator talent is sort of overpriced at 15/level (it seems hardly worth buying that instead of just buying IQ), especially since Charisma, which does most of the same things, is 5/level. What other characters have you had this problem with, or is it always "Gomer Pyle Iron Man"? Possibly, this reminds me of the "Avengers... Adventure!!!" comic (which is sort of "the Avengers films if they were a role-playing game" and I don't know how like the films this is), in which Tony is a genius engineer, a charismatic party animal... and put all his points into those things and being rich, so in anything involving strategy he's an overconfident fool and Pepper is constantly tearing her hair and trying to run damage control :-D
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Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 |
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07-17-2023, 01:28 AM | #27 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Re-calibrating Attribute Costs
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ST and DX are, essentially, extremely broad talents with some minor side effects, and they exist for the same reason as any talent: to provide a discount to a group of related skills, either because of a simulationist desire to produce 'realistic' (or, sometimes, genre-appropriate) characters, or a gamist opinion that those skills are highly redundant and thus you probably won't get full value from more than one of them. Most game systems (that use attributes at all) are simulationist for attributes, and if the other type of talent exists, it has a different name. Simulationist attributes become a problem when people disagree on what's actually realistic. This is why people argue a lot more about IQ than DX. |
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07-17-2023, 08:28 PM | #28 | |||
Join Date: Jun 2022
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Re: Re-calibrating Attribute Costs
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Charisma is mainly for modifying Reaction and Influence Rolls with everyone who talks and interacts with you, it also increase four Social Skills by +1/lvl. Smooth Operator directly applies to 14 Social Skills for skill rolls (which includes Influence Rolls) and improves Reaction Rolls with niche group of people (other 'con-men' who see you in action, but aren't being manipulated by you). Smoove Opie would definitely be worth 15 points if IQ weren't only 20 points, or if IQ were capped and you were still getting a good inflow of exp and you weren't at skill cap yet (I find most GMs who stat cap also skill cap and throttle exp, it's kind of an all in one package deal for them. Quote:
And it's not just social skills. That Wizard I made would have also stepped all over any starting Barbarians or Scout's outdoor skills (and a Thief's Lockpicking and Traps) because, lol IQ and Per 18 gave me all those skills at 13 for 'free'. But we didn't have a Barb, the Scout had boosted their Per, so my defaulted 13s weren't as good as their 16s and I just never bothered trying to lockpick because we had a Thief (and when the Thief died I just took a couple of spells that made Thief PCs superfluous and we stopped worrying about trying to make that profession viable). Quote:
Also because if the solution ends up being simple and elegant enough, I'd like to think it might work for other people. I've already played under a handful of GMs 9who did not know each other directly) who thought reducing ST was perfectly fine, so i know "playing with the cost of Attributes" isn't that great a crime. But ask for help in increasing IQ (and maybe DX) and suddenly it's like Zeus is here fitting me for a rock and an eagle... |
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07-17-2023, 10:58 PM | #29 |
Join Date: Sep 2019
Location: UK
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Re: Re-calibrating Attribute Costs
It seems like, wizard is one where you can't just solve the problem with a middling IQ and a big chunk of Talent in the thing he/she's good at because the Talent for Magic is Magery and that's semi-officially capped at 3 (maybe a case for houseruling that IQ+Magery is capped at 18 or something, instead) - and since the default magic system involves loads of "skills", it really isn't going to be very point-efficient to start from a lower base and buy up skills.
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Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 |
07-17-2023, 11:00 PM | #30 |
Join Date: Dec 2007
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Re: Re-calibrating Attribute Costs
Anthony Pyle
Strength: 10 Dexterity: 15 Intelligence: 14 Endurance: 13 Advantages: TL 9 (5) Gadgeteer (25) Multimillionaire x4 (150) Disadvantages: Absent-Mindedness (-15) Oblivious (-5) Stubborn (-5) Pacifism CHI (-10) Sense of Duty (All those threatened by misuse of his inventions) (-10) Crippling Shyness (-20) Stutter (-10) Skills: Engineer (Robotics) 35 (74) Engineer (Small Arms) 31 (1) Engineer (Materials) 31 (1) Engineer (Electrical) 31 (1) Engineer (Electronic) 31 (1) Engineer (Mechanical) 31 (1) Engineer (Rocket) 31 (1) Engineer (Micromachines 31 (1) Electronics Repair 28 (1) Electrician 28 (1) Chemistry 12 (1) Metallurgy 12 (1) Mathematics (Applied) 12 (1) Et cetera and so forth. Honestly it would be easier to go the wild-card skill route. |
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