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Started by Mike Holmes, May 02, 2002, 12:24:00 PM
Quote from: Mike HolmesThis one's title may be misleading. I am not An associated problem that I often refer to the GURPS problem (as it is possibly the most talked about problem on the Newsgroups associated with that game) will help to illustrate the . In GURPS CharGen, characters often get made in a specific way because it is cost effectiove to do so. Specifically, if you have a certain number of skills that default to a particular statistic, it becomes cheaper to increase your statistic, thereby increasing your skills, than to raise the skills themselves. Thus players are encoraged to create characters with high stats and low skill proficiency. If you don't believe me ask the designers who see it as a design feature. They claim that this helps create better "Beginnig" characters. You can buy this, but it begs the question, "What about non-beginning characters?" It's just a dubious statement all around, and a justification for what is actually a fault in the system.
QuoteWell, what does this mean? It means that you cannot use a system where skills default to stats and still have fixed values for both, without creating an optimum min/maxing opportunity. Which means that players have an incentive to make all their characters in a similar fashion. In GURPS it means that characters will often have high DEX and/or IQ stats and low amounts of skill.
Quote from: Seth L. BlumbergAnother possibility is to relate stats and skills such that the stat connected to a skill becomes a cap on the skill's maximum level, rather than contributing directly to the skill. In some versions of FUDGE, I believe stats are used to determine the point at which buying skills becomes more expensive, so that a high stat makes high skills cheaper but doesn't actually increase skill levels.Unfortunately, this does not work in practice, as it means that high-stat characters tend to be better at the things for which they have not bought skills (because they can roll against their stats).
Quote from: Mike HolmesRalph, Randomizing one portion falls under the Splitting Pools as I enumerated it above. Yes, this works, but it eliminates some freedom.
Quote from: Ron EdwardsHello,I suggest that randomized character creation often results in multiple characters being made, either simultaneously or sequentially, until a "good" one results. If a Currency problem exists based on the interactions of (say) Attributes and Skills, then the same issues of canalizing playable character concepts remain in place, even though this system is not point-allocation-based.Best,ron
QuoteAs long as you are not using random generation methods that are so generous as to pretty much be defacto "take the scores you like" the problem is largely dealt with.
Quote from: Mike HolmesWell, that's only to be really good. There is still an exchange rate as long as your total effectiveness is less than 5 dice. The rate wil still come into play as a player will not likely be really good at everything. Anyhow, this is just limiting a character. Why not allow higher ratings (in act, they do, don't they for NPCs)? Because it makes the min/maxing easier. So to fix the problem we break it in another way. Not good. Hero system tried this with a soft limit called Normal Human Characteristic Maxima for non-superheroic games. Which just makes the rate harder to calculate, it doesn't eliminate it.