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#41 | |
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Join Date: Apr 2019
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What about this: IQ [20] + DX [20] + HT [10] - Speed [-10] - FP [-3], Accessibility: Skills Only -20%, for 30 points total? That actually seems intuitively right to me. But I still suspect very few players in *actual games would take such a trait. |
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#42 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Sure we have. It's attributes (-0%, skills only). "Everything but skills" is simply not a meaningful limitation, at least when applied to DX and IQ.
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#43 |
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Join Date: Apr 2019
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#44 | |
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Join Date: Apr 2019
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Set aside rolls to avoid falling down, resistance rolls vs. poison or mental attacks, the bonus to Acting you get for having a higher IQ than your audience, rolls to smell things, hear things.... And on and on. |
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#45 | |
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Join Date: Jun 2013
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That is meant to explicitly be for trained skills (those with [1] or more in them), so it's not quite all skills. But the difference is small enough I'd be inclined to use [30] for all skills, even those operating from a default - requiring the skills be trained for the trait is more for flavor than balance.
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GURPS Overhaul Last edited by Varyon; 05-15-2023 at 03:14 PM. |
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#46 | |
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Join Date: Aug 2014
Location: Snoopy's basement
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Also, it's in the same ballpark as the Modular Abilities build would be if adjusted with a some kind of Accessibility Limitation to address your earlier point about excess levels in skills you don't have. |
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#47 | ||
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Join Date: Aug 2004
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Quote:
Quote:
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#48 | |
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Join Date: Aug 2004
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Last edited by dataweaver; 05-15-2023 at 07:06 PM. |
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#49 |
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Join Date: Jun 2006
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Another way to think about this might be to price it from the other end. Suppose you bought 15 levels of it, for a +15 to all skill rolls. If you could attempt a skill roll at all without your "talent" you automatically succeed.
Super Luck lets you do that once per hour for 100 points. Abusing Game Time and inverting Limited Use 1/day suggests that being able to call all your rolls automatic successes is a 167 point advantage, divide by 15 and it's worth 11 or 12 points/level. Mind you I don't particularly agree with some of that chain of logic either (no [way] would a I rate Super Luck, any time you want, that low) but it's as fair as any of the other rules twists to get a price proposed in this thread.
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-- MA Lloyd |
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#50 |
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Join Date: Jun 2006
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Note that Luck offers -20% for limitation to a particular [theme], a much more limited set than "all skills", on something that starts off applying to more than just skills and non-skill attribute rolls. I honestly think -0% is right, but it's definately not as high as -20%. Consider also accessiblity, which pegs -20% as half the time or so, no way are non-skill attribute rolls equally as common as skill rolls. I might believe 1/5 as common, which would put you near the line for -5% accessibility.
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-- MA Lloyd |
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| Tags |
| alternate attributes, talent costs |
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