From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
Subject: Bass Ackwards GURPS Attribute Modifier Method
Keywords: GURPS Attribute SPRUG
Date: 13 Aug 92 15:29:39 GMT
Followup-To: rec.games.frp.misc
Organization: Boeing Computer Services, Seattle


I don't know if anyone has tried this approach before, but while tinkering
with the GURPS Attribute point cost table I came up with a slightly
different method for modifying non-human attributes. Instead of spending a
flat number of character points (CP) for a fixed increase in an attribute,
this alternate approach DECREASES THE BENEFIT for selecting an attribute
score BELOW the racial average for the attribute.

To do this, an average level is selected for the attribute, and the point
cost for selecting a level below the level is increased by a CUMMULATIVE 5
points per level. In effect, the modifier changes from an advantage to a
disadvantage, since it becomes less beneficial to select sub-par values.

(For negative modifiers the situation is turned around. For each level
above the modified average for the racial stat, the point cost is increased
by a cummulative 5 points per level.)

The benefit of this approach is that it does not benefit a non-human
character (more than a human character) to select an attribute level above
the average for the race. With the current system, the character receives
greater and greater benefit, point-wise, for selecting an absurdly high
score in the modified attribute.

'Nature' just doesn't compensate the non-human character as much as a
human for a below average attribute. Thus it becomes a disadvantage.

As an example: if a race has a +2 modifier for ST, the average score
becomes 12. ST values at or above this value are at the normal CP cost.
However, ST values below 12 are increased by 5 points per level:

  At ST 11, the point cost is 10 +  5 = 15;
  At ST 10, the point cost is  0 + 10 = 10;
  At ST 9, the point cost is -10 + 15 =  5;
  and so on.

In return for this restriction, the character receives -10 points for the 
disadvantage.

Here's a point cost comparison chart for various modifiers. The CP reward
for each disadvantage is listed directly below the modifier.

  Mod->     -3      -2      -1       0      +1      +2      +3
  Level   (-15CP) (-10CP) (-5CP)  (+0CP)  (-5CP)  (-10CP) (-15CP)
  ------  ------- ------- ------- ------- ------- ------- -------
    4      -50     -50     -50     -50     -15     -10     -10
    5      -40     -40     -40     -40     -10      -5       0
    6      -30     -30     -30     -30      -5       0       5
    7      -20*    -20     -20     -20       0       5      10
    8      -10     -15*    -15     -15       0       5      10
    9        0      -5     -10*    -10       0       5      10
   10       15      10       5       0*      5      10      15
   11       30      25      20      10      10*     15      20
   12       60      40      35      20      20      20*     25
   13       80      55      50      30      30      30      30*
   14      105      75      70      45      45      45      45
   15      130      95      90      60      60      60      60

The asterisk denotes the 'Average' Stat with the modifier. Note how the
TOTAL CP spent for an attibute level of 10 is still 0 points. The
difference in cost is covered by the disadvantage points. The biggest
benefit of the disadvantage is gained AT the average stat.

Hmm, the values at level 7 and 8 are a tad too flat. Perhaps the 5 points
per level should be ignored at those scores. Here's the resulting table:

  Mod->     -3      -2      -1       0      +1      +2      +3
  Level   (-15CP) (-10CP) (-5CP)  (+0CP)  (-5CP)  (-10CP) (-15CP)
  ------  ------- ------- ------- ------- ------- ------- -------
    4      -50     -50     -50     -50     -25     -20     -15
    5      -40     -40     -40     -40     -20     -15     -10
    6      -30     -30     -30     -30     -15     -10      -5
    7      -20     -20     -20     -20     -10      -5       0
    8      -10     -15     -15     -15      -5       0       5
    9        0      -5     -10     -10       0       5      10
   10       15      10       5       0       5      10      15
   11       30      25      20      10      10      15      20
   12       60      40      35      20      20      20      25
   13       80      55      50      30      30      30      30
   14      105      75      70      45      45      45      45
   15      130      95      90      60      60      60      60

That's better. What do you think, GURPS fans?
-- 
 Bob Hall, Systems Analyst | "If at first you don't succeed, try, try again.
 Boeing Computer Services  | Then give up. No use being a damn fool about it."
Newsgroups: rec.games.frp.misc