Re: Re: Pointless abilities

From: Benedict Adamson <badamson_at_...>
Date: Mon, 22 Apr 2002 12:20:16 +0100


moonbroth wrote:
>
> Maybe we need some informal guidelines (like those that appeared in
> GURPS and Champions and other point-based ability-purchase systems):
>
> Ability rating + "pointlessness bonus" = effective ability rating
>
> Where the "pointlessness bonus" is assigned by the Narrator on the
> fly, according to how unlikely it seems that this ability will ever
> be of any use whatsoever.

...
> Food for thought?

...

Already tasted and, err, found to be unpalatable by some, as part of the dread 'Broad abilities' thread, if you cast your mind back. In that thread I wrote:

> Hmm, perhaps we need rules that can handle abilities of any broadness
> or narrowness. At the moment we have a one tier approach. It seems
> the proposed new rule [for HW2] will be two tier: abilities are 'broad' or
> 'narrow'. Perhaps someway of indicating degree of breadth or
> narrowness would be better? The debate so far has focused on broad
> abilities, but in my experience narrow abilities are also a problem
...
> For such abilities to really work, narrow abilities must have a
> bonus, and the narrower the ability, the greater the bonus.

A 'pointless' ability being a 'narrow' ability, in that it is rarely applicable.

I suggested the following rule:

> Each ability has an ability rating (as before) and a breadth rating
> (new).
> The breadth rating is a positive real number; for convenience is
> should be an integer or the reciprocal of an integer; broad abilities
> have large values, narrow abilities have small values.
> The breadth rating is the cost, in HP of raising the ability rating
> by 1 (or gaining it at 12).
> The Narrator decides the ability rating for an ability, which is a
> constant, when the ability is gained; the default value is 1.
> Write the breadth rating after the ability rating, separated by an
> 'x'. An unrecorded breadth rating is taken to be 1.
>
> EXAMPLE 1: Hunting 1Wx3 would indicate a Hunting ability with a
> rating of 1W that costs 3HP to raise +1. As it has a breadth rating
> of 3, it is meant cover about three normal (breadth 1) abilities, for
> example, stalking, tracking and hiding.
>
> EXAMPLE 2: Dragon Slaying Sword 10W2x1/5 would indicate an item with
> an ability rating of 10W2 that can be raised by +5 per HP spent. As
> it has a breadth rating of 1/5, it is meant to be useful in only
> about 20% of situations that a sword might be useful in.
>
> The Narrator can use the breadth rating as a guide for choosing
> improvisational modifiers.

I also pointed out that the existing rules actually penalize players for choosing interestingly specific abilities in their 100 word character descriptions:

> From a mini-max PoV, why should a player choose 'Hate Black Oaks 5W'
> when he could choose 'Hate Enemies 5W'? The former is useless if your
> enemies change. What is more, the latter is more likely to be
> 'related to a session', so as the rules stand, on average it will be
> cheaper to increase!

> That is what I do not like about all abilities being equally costly
> to increase. The narrative in the rules tries to encourage you to
> have cool-sounding abilities, especially ambiguous references. But
> the rules actually discourage this, because abilities are not
> actually effective unless they have a big rating and they are
> applicable. You must therefore use your cool abilities or ambiguous
> references often, and their description must make them often useful,
> or they will be pathetic. But if you use an ambiguous reference
> often, it is no longer ambiguous! And cool-sounding abilities are
> usually narrower in scope!
> Consider the example in the rule book: the 'Collapsing Wind' that
> Kallai has. The narrative implies that Kallai's player never uses
> that ability until long after character generation. So it would
> almost certainly have a rating of only 13, which will not collapse
> anything. And why have a 'Collapsing Wind' when you could have a
> 'Wind'? Or an 'EWF Scrying Crystal' when you could have a 'Scrying
> Crystal'?

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