For today’s GURPS-Day and GURPS 101 segment, we continue with the basic stats, this time with IQ and its derived abilities, Perception and Willpower.
Since there’s no upper limit on how much IQ you want to buy from a point-effectiveness basis, how much should you buy? Well, I’d probably say that you’ll want to probably approach this from one of two perspectives.
Perspective the First: What seems like a good value? IQ 9-10 is nothing to write home about, and says you’re about average in everything. IQ 11-12 is a steep step up the bell curve, and is high enough to be a defining characteristic. Those guys that are notably brilliant and it’s their defining thing? They’re IQ 13-14 polymaths. IQ 15 and higher will be spectacularly noticeable, and it will be noticable in play. More on that later. Experts in their fields, where that field requires a lot of brain-work, are more likely to be IQ 11-12 with maximum applicable Talent (for effective IQ of 14-16 in those areas, with that added panache thrown in) than raw IQ in that level for plausible and realistic characters.
Perspective the Second: Buy as much of it as you can, from a game-mechanical standpoint, and do it in this order. First, buy as many levels of the appropriate 5- or 10-point Talent as you can. Then buy up your skills to the absolute levels you want. Then “sell back” points in skills, seeing if you can get to enough to eke out boosts to IQ instead. So if you’ve thrown down the requisite 30 points for +3 “Stuff I Want to Be Good At” Talent, and then decided that you really need to be awesome in these seven IQ-based skills (including Per and Will), look at the total points spent in those skills. Got more than 20? Start looking to see if you can have the same skill levels while raising up your base IQ. Munchkiny? Absolutely.
The only issue this raises is one that is fine on paper and annoying as hell in play (at least to me). High-IQ characters tend to be niche-stompers in games with niches. Be warned.
Hey, what’s that? (Per)
I wrote an entire post on Perception last August. I won’t repeat it here. I find Per one of the single most valuable attributes on the character sheet from a “get involved with stuff, and avoid being ganked” perspective. It allows you to hear/see the invisible adversary coming, it allows you to notice those pesky details that avoid the adventure coming to a complete halt, read lips, detect lies, and find cool stuff left over in the garbage heap.
And did I mention not getting jumped?
I have found that Per of 12 seems sufficient, but that probably means Per-14 is even better.
Determination, Grit, and Holy Awesomeness! (Will)
Cadmus has Will-14. It rocks. When dealing with possession, the undead, or if you use The Last Gasp for pushing yourself hard with physical effort, Will is great. I’ve not found a lot of cases where Will-16 through Will-20 is required, but that’s situational. Penalized Will rolls are likely to be a staple of confronting powerful undead creatures, and Contests of Will are common in fiction.
This is more a matter of “yes, it’s worth the points, always” rather than “is it ever worth it?” IQ (and DX) are the best deals in the game, unless maybe it’s HT, but probably IQ and DX are the winners here. The question is really of point allocation and role. Are you the point man? You want Per, lots of it, and enough of an applicable Talent and skill to push what you want to be good at over the top.
Spellcaster or Cleric? Again, hit up the specific Talents first, then boost Will, then skills, then IQ.
Polymath, good at everything? You annoy me. 🙂 Buy up IQ until the GM and your fellow players throw up their hands in disgust.