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Join Date: Jun 2018
Location: The Wired
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One of the things I thought was really clever and elegant about GURPS when I first started to really closely examine its rules was the idea of secondary attributes: Per is by default equal to IQ, but you can buy down Per to build an intelligent but absent-minded professor! Will is by default equal to IQ, but you can buy up Will to build a dimwitted but stouthearted warrior! FP is by default equal to HT, but you can buy up FP to give your feebly-constituted wizard more energy to work with! The concept was simple, yet added a lot of depth to character creation. I was confused as to why the option to adjust secondary attributes was omitted from GURPS Lite!
Once I got to reading advantages and disadvantages, and I noticed some pairs of advantages and disadvantages that were symmetrically opposite to one another. The first that comes to mind is Easy/Hard to Kill/Subdue. I wondered why these weren't secondary attributes, since they work more or less the same way, and they're both pretty useful if you're building a fighty character and want to not die. Then I realized that Easy to Subdue doesn't even exist! Many similar traits existed, having no effect except for a bonus or penalty applying only to specific uses of a basic attribute: Acute Senses, High Manual Dexterity even Magery and the various talents. I got to wondering how some of these might be turned into Secondary Attributes. Here's a list I came up with:
**This one was tricky. As an advantage, it's simple enough: it applies a bonus to DX for the purposes of any task involving fine motor skills with your hands, but as a disadvantage it comes in two levels and imposes a penalty of -3 per level rather than a -1 penalty. First we granularize Ham-Fisted by dividing the penalty and the point cost per level by 3 and round nearest for a disadvantage worth [-2] per level. We then lower the cost of High Manual Dexterity to [2] to match. (High Manual Dexterity is already overcosted; it's a lot like small Talent that only applies to DX-based rolls where more than one of its affected skills isn't based on DX, and also provides neither a reaction bonus nor a decrease in the time it takes to learn any of those skills, yet it costs as much as a regular small talent.) For realistic campaigns, Will and Per both have a recommended buydown limit of 4 levels. It seems best to apply this rule differently to differently for different attributes. To match the limit of Ham-Fisted to two levels of -3 each, Man DX should have a buydown limit of 6 levels. And, of course, for the vast majority of campaigns, Mag should not be bought down at all! Historical note:
Spoiler:
I don't have nearly as much experience with the system as I would like (scheduling is a bitch) so I'd appreciate it if some more experienced people could give their thoughts on this. Most of this is all theorycrafting on my part. What does experience say? What do you think players would be inclined to do when faced with these rules, and how do you think it would turn out? |
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| house rules |
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