One of the most common criticisms directed at GURPS
is that, even though all the four basic attributes have the same cost
progression, they are not considered to be equally effective, and
that the IQ attribute in particular gives you just too much for your points
while ST in particular gives you too little. I think this criticism
has some merit; this is an attempt to address that issue, inspired
by general debate on the GURPSNET mailing list
(involving too many persons to list here). Warning: As of today,
these particular rules have not yet been playtested, since they have
only recently gone from "idea" to "rule" status, and I haven't yet
started any new games since then.
That's right: IQ is split into two attributes, called
and Intuition (IN). Both have normal point cost.
RE may be considered
"left-brain" type intelligence, governing rational thought -- logic,
mathematics, etc. IN may then be considered
"right-brain" type intelligence, governing creative/artistic thought
processes, social interaction, etc. The simplest way to handle mental
skills is to base them on whichever one of these two attributes seems
most appropriate for the skill, although more complicated ways of
handling skills are possible (see the article on Skills, when it comes
online at some undefined future time).
I use the "Three-Pronged Approach" to Will (see the sidebar on
p.CI9), with the difference that I base Emotional Will on IN (Mental
Will is still based on RE), and I base Sense rolls on 10 rather than
using either of the mental stats. Also, see the section on advantages
The Body (BD) attribute
This attribute now governs all functions which were previously associated
with ST and HT. As an overall attribute,
it has normal cost, but different aspects of it may be bought up or
down separately (as figured attributes; do not count lowered
BD aspects toward the total point limit for
disadvantages, except where aspects go below 8). Normal humans should
probably not be allowed any BD aspects above 20,
but such limits obviously depend on the campaign in question.
The cost of different aspects of BD breaks down as
Back to House Rules
- "HT attribute (HT)": Used for HT rolls and skills based on this
- Increasing HT costs 3 pts/level up to 13, then 8 pts/level
up to 15, then 13 pts/level up to 17, and 18 pts/level
- Decreasing HT gets you (a total of) 3 pts for HT 9, 5
pts for HT 8, 6 pts for HT 7, and 3 pts more for each
extra level by which you lower HT.
- "Strength (ST)": Used in place of the standard ST attribute, to
figure lifting and damage-dealing capacity etc.
- Increasing ST costs a flat
2.5 pts/level up to and including 23; 1.5 pts/level from 24 to
30; 0.5 pts/level thereafter.
- Decreasing ST gets you (a total of) 2.5 pts for ST 9, 3.5
pts for ST 8, 5 pts for ST 7, and 2.5 pts more for each
extra level below 7.
- "Hit Points (HP)": Rather self-explanatory.
- Increasing HP costs a flat 2.5
pts/level up to and including 23; 1 pt/level from 24 to 30;
0.5 pts/level thereafter.
- Decreasing HP gets you (a total of) 2.5 pts for HP 9, 3.5
pts for HP 8, 5 pts for HP 7, and 2.5 pts more for each
extra level below 7.
- "Fatigue (FT)": What it says.
- Increasing FT costs a flat 2 pts/level.
- Decresaing FT gets you (a total of) 2 pts for FT 9, 3 pts
for FT 8, 4 pts for FT 7, and 2 pts more for each extra
level below 7.
Last modified: Tue Feb 10 13:24:40 MET 1998