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Point cost of limited abilities

by Peter Knutsen <peter@[EMAIL PROTECTED] > May 13, 2007 at 08:49 PM

Some time ago, there was discussion about the point cost of limited 
abilities in RPG rules systems with point-based character creation.

The example used was a Speak With Animals ability, which is a fairly 
common phenomenon in the fantasy genre.

The system discussed (IIRC it was the only one) was Hero System.


Here are some more data points:

In GURPS 4th Edition, Speak With Animals has a base cost of 25 character 
points and applies to all animals. If the ability is limited to animals 
of the air *and* land (or to aquatic animals), the cost is reduced by 
40%. If the ability is limited to one "class" of animals, such as 
"birds", the cost is reduced by 50%. If limited to one "family", such as 
"parrots", the cost is reduced by 60%. If limited to one species, such 
as "macaws", the cost is reduced by 80%.


My own Modern Action RPG does not have a Speak With Animals ability, but 
it does have a comparable ability, Animal Talent, which allows a 
character to empathize with and tame animals. It can be purchased in an 
unlimited version with strengths of 2d6, 3d6 or 4d6, with each extra d6 
increasing the cost by 150%, from 8 points to 20 points to 50 points.

There's no Animal Talent ability that is fully limited to one species or 
category of animals, but one can get limited bonus die, if one purchases 
the first 2d6 without limits.

The design reason is that it does not make sense, within the genre, for 
a human to have some ability with dogs or horses but *no* ability with 
other animals. That which makes sense within the genre, and which is 
therefore offered to the players as a choice, is to make a character 
with some ability with all animals but who has *better* ability with one 
species or category.

(This rules out, as a PC concept, a vampire-like character who can only 
do things with bats, rats, wolves and perhaps cats, but who has no 
ablity whatsoever with other animals. But I'm okay with that. The MA RPG 
does allow for some fairly weird character types, but not this.)

The first 2d6, never limited, costs 8 points. The 3rd d6 costs 12 
points, but if it applies only to one type of animals, such as canines 
or equines, it is 1/3 cost, meaning that Animal Talent 2d6 (+1d6 with 
canines or equines) costs 12 points, whereas a full 3d6 costs 20 points.

Likewise if one wants Animal Talent 2d6 (+2d6 with canines), the final 
2d6 would normally cost 42 points (50-8), but this is reduced by 2/3 to 
14 points, so that the final cost of Animal Talent 2d6 (+2d6 with 
canines) costs 22 points, whereas the full and unlimited 4d6 ability 
costs 50 points.

There's also Animal Talent 3d6 (+1d6 with one type), but I won't go into 
that. Animal Talent dice, limited to one category (i.e. broader than 
"type"), are 3/5 the cost of normal dice, compared to 1/3 cost for 
type-specific dice.

Likewise the Empathy Gift can be purchased in a version that has limited 
power on one sex but more power on the other. Sex-specific bonus dice 
are 75% the cost of general dice, so that while Empaty 3d6 costs 20 
points, Empathy 2d6 (+1d6 vs Men) costs 16 points.


There needs to be a version of the "Cloud Mind" Mystic Gift that is 
stronger versus one sex than the other, of course, and there is, but the 
cost structure is the same as with Empathy above (the limited die costs 
75% of an unlimited die), so I won't go into that.

Instead I'll mention another version of the "Cloud Mind" Mystic Gift, 
which can be boosted either 1 or 3 times per week with an extra d6. The 
basic 2d6 ability costs 20 points (for comparison, the strongest 
version, 3d6, costs 60 points).

The cost mark-up for a Cloud Mind ability that can be boosted by +1d6 
once per week is +20% cost, and if it can be boosted by +1d6 3 times per 
week then the cost is increased by +80% to, respectively, 24 points and 
34 points.

Note that there's no "Ability building" system, in MA RPG, which is 
available to the players. The players select from a menu of abilities in 
the rule book, with the intent that this menu should contain everything 
that is both desirable and in-genre for the system.


The Sagatafl "Power" build system still exists only in very vague form, 
but the basic workings of the system is that the base point cost of a 
Power is determined by the character's attributes in some way. Speak 
With Animals would (naturally!) be a "Nature Power", so the 
cost-determining attributes would (probably) be Faith and Will. The 
higher the lowest of these two is, the cheaper the Power will be.

Powers are purchased in levels, with level 2 costing twice as much as 
level 1, level 3 costing twice as much as level 2, and so forth. Half 
levels cost 40% more than the previous level, when they are needed.

A Speak With Animal Power of level 1 would thus allow the character to 
understand and speak to a single species, such as ravens. A Power of 
level 2, i.e. costing twice as many points, would allow the character to 
speak with a single broad category of animals, such as birds. A Power 
level of 3, costing four times as many points as level 1, would allow 
the character so speak with all animals.

A power of level 0.5 would probably be meaningless, and therefore not 
able to exist, although perhaps one could invent a character who can 
speak with only one specific animal, e.g. his horse (but then why not 
make the horse be his Familiar instead, using those rules?). A power of 
1.5 would let the character speak with 2 or 3 species of animals, 
provided that they are related in such a way (biologically or 
thematically) that it meets the GM's approval. A power level of 2.5 
would let the character speak with 2 or 3 broad categories of animals. A 
power level above 3 would be meaningless.


Now, those are my examples.

On to some thoughts:

Are players happy with putting Limitations on their abilities, in 
systems such as GURPS and Hero System? One might naively assume that 
since players do in fact put Limitations on their abilities, they must 
be happy with it, but there are several alternative explanations:

B. The players purchase Limited abilities because they cannot afford 
abilities without Limitations, due to being given a very tight point 
budget by the GM.

C. The players purchase Limited abilities as a form of self-censorship 
because they believe that the GM would reject abilities that do not have 
Limitations on them (or which have too few, such as 1 or 2, Limitations 
on them).

D. The players purchase Limited abilities because they know for a fact 
that the GM of that specific campaign will reject characters who have 
abilities that are not Limited.

We can't rule out, of course, that (A) players apply Limitations to 
their character's abilities because those Limitations fit the character 
concept and anyway the players feel that the cost difference between the 
abilities with and without Limitations are such that they (the players) 
are getting a fair deal.

What kinds of success criteria can one posit, if any?

Not seeing any characters with Limited Mystic Gifts in the first MA RPG 
playtest campaign is certainly insufficient.

I'm not making a GURPS or Hero System-like system here. I'm simulating a 
genre, even if it is a very broad genre. I therefore offer those 
abilities which I predict that players will want. I dream up character 
concepts and then I check whether my rules system allows their cretion; 
if it doesn't allow it, I have discovered a problem which it is my duty, 
as a game designer, to fix.

One could argue that a -25% point cost discount for one sex-specific die 
(or for two sex-specific dice) is too little. I may change that to a 
-30% or -35% or even -40% discount. In that area, my chief concern is 
that none of the offered choices must be obviously better than the 
others. If 2d6 (+1d6 vs one sex) costs only a very few points more than 
a "flat" 2d6 Gift, then no player would ever take the "flat" 2d6 
version, and that *is* a game design failure.

This is a subset of the menu offered:
8 points: Empathy 2d6
16 points: Empathy 2d6 (+1d6 vs one sex)
20 points: Empathy 3d6

-- 
Peter Knutsen
sagatafl.org




 9 Posts in Topic:
Point cost of limited abilities
Peter Knutsen <peter@[  2007-05-13 20:49:46 
Re: Point cost of limited abilities
Magister <magister@[EM  2007-05-16 20:47:58 
Re: Point cost of limited abilities
"gleichman" <  2007-05-17 06:01:46 
Re: Point cost of limited abilities
Peter Knutsen <peter@[  2007-05-26 14:21:47 
Re: Point cost of limited abilities
Magister <magister@[EM  2007-05-16 21:06:01 
Re: Point cost of limited abilities
Ben Finney <bignose+ha  2007-05-17 23:31:06 
Re: Point cost of limited abilities
psychohist <psychohist  2007-05-22 09:45:01 
Re: Point cost of limited abilities
Peter Knutsen <peter@[  2007-05-26 14:29:38 
Re: Point cost of limited abilities
Magister <magister@[EM  2007-06-04 18:53:13 

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