A discussion on the price of Talents and Wildcards led me to think about alternate pricing schemes for things.
Without getting into too much detail, ability scores are a pretty good deal in GURPS.
ST is probably priced pretty well as-is. DX and IQ are arguably undercosted for what you get. How many skills are there in GURPS? Something like 300? And a bonus to DX or IQ gives a boost to probably about half of them.
I’ve toyed with altering the costs of attributes as follows:
ST: No change – 10/level
HT: Probably 15-20 per level
HT is probably undercosted for what it gives you in any case. I ran smack into this when I wrote The Last Gasp – adding benefits to HT (in the form of it gave you a store of Action Points) ran into issues pretty fast, and given the value of HT rolls for avoiding death, I’d lean higher rather than lower. A character with HT 14-16 is pretty nigh indestructable until you get thrashed for 6xHP (from HP to -5xHP).
What would that accomplish?
Well, for one, it would finally make 15-point Talents a bit more attractive.
DX and IQ are a bit the ultimate wildcard skill – and at 12/level for wildcards (cinematic use of a large cluster of skills) vs. 20/level for DX or IQ, well, hard to justify.
Of course, points spent on Wildcards give you Destiny/Bonus points as of Monster Hunters, which is a powerful differentiator. But 12 vs 40 per level means for +3 to a Wildcard skill you have done nice things relative to +1 to all skills.
Of course, is +1 to DX or IQ at 40 points really just a tad less than 3x the value of, say, Combat Reflexes?
Hrm. CR is pretty darn useful.
Clearly, opening up this pathway is a bit of a rathole. But for what you get, I do think DX, IQ, and HT are pretty cheap. And higher attribute costs would prevent niche-stealing, since those points are better invested in Talents and Skills – that which defines a niche.
OK, let’s start shredding this idea. 🙂