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Post by Deleted on May 22, 2012 1:32:03 GMT -8
A friend of mine want to run a game in a setting where Will is very important, and she is thinking of doing a modification to IQ where Will And Per is no longer derivative of IQ. She wants to make Will and Per there own stats. She is lowering the cost for IQ to 15/level and making Will and Per also cost 15/level.
She is a bit new to the system, so I have helped her a bit. However I don't have the GURPS knowledge that some of the Happy jacker about the system and I want to help her make this work.
So I would like to see what suggestions you guys and gals have.
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Post by Deleted on May 22, 2012 4:32:24 GMT -8
Are you talking about 4e? In 4e you can raise and lower Will and Per regardless of IQ already. By the way, 15/level for each of these 2 stats sounds a bit excessive, one could just get the relative advantages (keen vision, hearing etc.) and save a lot of points.
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Post by Deleted on May 22, 2012 14:19:27 GMT -8
Yes, it's 4e. However, the thing is that she did not want characters with high IQ to get high will as a follow up to that. The setting is supposed to be very scary and have stuff that effects the mind.
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Nolinquisitor
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Preferred Game Systems: GURPS, M&M, 7th Sea, Cypher System
Currently Playing: Playing is for the weak.
Currently Running: Cypher System, D&D 5E + Freeport
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Post by Nolinquisitor on May 22, 2012 17:36:41 GMT -8
It's perfectly acceptable to do that and there is nothing wrong with it. In fact, I think it's okay for realistic settings like horror, military, spy, conspiracy/illuminati, etc. That being said the direct consequence of this is making Perception and Willpower more difficult to buy (i.e. Will 14 and Per 14 will cost a total of 120 points!). It will then be less frequent for PC's to have high Perception and Will. If the NPC's are created by the same guidelines, players will think it's fair. 15 points for Will and Perception is little bit high for your average GURPS players. The reason for that is that both of these stat are used sometimes but not all the times. Also, in relation with other stuff GURPS give you for 15 points that seems a little bit small. Compared to a 15 points advantage like Combat Reflexes who give you +1 on all Active Defenses, +1 on Fast-Draw, +2 on Fright Check, +6 to recover from surprise, plus small edge when figuring out initiative, a mere +1 on Perception is pretty small. But again, there is nothing wrong with that. GURPS is supposed to be customized to your needs.
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Post by Stu Venable on May 23, 2012 8:38:22 GMT -8
I think if I were doing this I would keep the point costs the same for IQ, Perception and Will -- BUT, I would de-couple them.
House rule it so buying up IQ won't raise Per and Will, they must be bought separately, and start at the normal base of 10.
IQ, apart from normally determining Per and Will, is the foundation a huge number of skills. I would contend that's the reason it costs 20 pts/level, like Dex.
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Post by zoomfarg on May 30, 2012 19:33:25 GMT -8
I'll second Stu's suggestion. I don't have anywhere near the GURPS expertise he has, nor do I understand everything that goes into balancing the system. However, my understanding is that GURPS claims to be fairly realistic, and many people label it "simulation-ist" as opposed to "gamey."
As anecdotal evidence, I know a number of brilliant people who are either cowardly or oblivious. Or both. Do they have these as their disads? I don't know; life doesn't balance as elegantly as GURPS.
I think I'll decouple them for my upcoming post-apocalypse game, but I'll swing it by my co-gm and players first.
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