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Attributes on a Point system.

Posted: Tue Jan 17, 2012 12:18 pm
by GA
Low attributes are usually not fun, at least for some players. With this in mind I would like some kind of alternate system that would provide some kind of reasonable maximum and minimum for players based on a 100 point system or 144 system or whatever. I was thinking 144 points and no stat lower than 10 but then I have to worry about the guy who puts the remaining 64 points into PS. Capping at 30 I could do (although i'm not sure if i want to) but then he could go 30 in ps 30 in pe and 4 in something else. I am not sure how i feel about that. Anyway I guess I am asking are their assigned point systems you think work. Maybe 2 points for every stat above 20 and 3 points for every stat above 30? If so how many points should be assigned?

Re: Attributes on a Point system.

Posted: Tue Jan 17, 2012 1:04 pm
by Akashic Soldier
In Palladium characters with low attributes kick ass in other areas.

1 ability of 6 or under: Add 1D4+3 to one ability.
2 abilities of 6 or under: Add 1D4+5 to one other ability and add +3 to a second ability.

At first I filched but now I like the roll system.

Re: Attributes on a Point system.

Posted: Wed Jan 25, 2012 3:42 am
by Lord Z
Eh those bonuses mentioned only apply to a few newer product lines, Rifts:UE comes to mind but most of the supported product lines do not have such a rule.

Nonetheless, I have no problem with the concept of a point-spend mechanic for developing attribute scores. In fact, I wonder why it should be limited to attributes. The entire idea is to make the characters' more equal, so the points should be used to purchase skills and powers as well. I made such an extensive point-spend system over at Nexus Nine.net some time ago. Nobody liked it because Palladium games are not supposed to level.

Re: Attributes on a Point system.

Posted: Wed Jan 25, 2012 5:40 am
by Spinachcat
I ran an OD&D campaign where you could roll 3D6 straight down the line and start at 2nd level, or you could spend 80 points and start at 1st level.

I am sure you could do something similar with Palladium.

Re: Attributes on a Point system.

Posted: Wed Jan 25, 2012 11:27 am
by Bill
Since Rifts features a nigh infinite range of races with all kinds of oddball stat values, point-buy systems get a little complex. To expedite character generation and eliminate dice-rolling shenanigans in my games, I am having players start with all stats in the low average range for their RCC then upgrade two stats to above average and one to exceptional. So, for a human, this works out to five stats at 9, two at 16, and one at 21 before adding in class and skill bonuses. The player may arrange them in any order, and if the player genuinely wants to have a stat lower for character concept reasons I would be willing to discuss a trade off in the form of bonus experience points for playing the character's weakness.

This method should be easy to adapt to any general stat range you prefer simply by adjusting the starting value up or down and adding another above average or exceptional stat to the mix.

Re: Attributes on a Point system.

Posted: Thu Jan 26, 2012 9:46 pm
by Spinachcat
Bill wrote:Since Rifts features a nigh infinite range of races with all kinds of oddball stat values, point-buy systems get a little complex.


Total up all the dice, multiple by 3.5 and give them those points and if there are any +X modifiers, add those modifiers to those stats after the player finishes his allocation.

AKA, if the PS of race is 2D6+9, then the player would have 7 points toward his total point pool and when he his done spreading his points, he can add +9 to PS. Also, the max of a score would be if the dice were 6. So the max points that player could spend on his PS would be 12.