|The Billy is a metaphor. You don't just|
have an IQ, Will, and Per all at once,
you make them piece by piece and stick
Similar House-Rule Concepts
- A player can buy a part of an attribute, whether this is normally presented as an advantage or secondary characteristic.
- A player can trade all of the pieces of an attribute for a full attribute.
- A character can make small improvements that they can sometimes afford from points earned in a single session.
- Because secondary characteristics can be recombined into an entire attribute, players don't need to worry about accidentally exhausting a +/- 30% limit that some secondary attributes have.
- As an example, if you buy 3 FP and then later three HT, without the house rule, you can't buy another FP until you reach 14. But with the house rule, you can buy 3 FP for 9 points, later buy them up to full HT for 21 additional points, and then buy more FP. Technically, if either situation was encountered, the net cost would be the same, but the latter extends the benefits of being able to have the benefits of more HT quicker.
- It removes some delayed gratification from the equation. Saving up 20 points to get all the benefits of 1 IQ, and have that hit all at once is pretty nice, and having reasons why spending points on small things is not the best is also nice.
- It is a house rule, and some people like games being "pure."
- It somewhat requires a pulling in of a few more house-rules because of other side effects. For example, not counting IQ! as 20 points of advantages and -10 points of disadvantages for the sake of disadvantage limits.
- It can lower the value of some cheap advantages (What's the point of Hard to Kill when you can buy HT! and get way more for the same price?) Further, it might encourage munchkin like behavior where players focus all their points on particular aspects of an attribute, and becoming slightly unbalanced. The benefits of 2 point HT! are pretty outstanding point for point.
- It can seem a bit "gamey" for a more serious campaign where powering up and getting stronger aren't keystones to the campaign.
- ST - Strength, 10 points
- Lifting ST 1 - 3 points
- I also houserule a negative Lifting ST, for, intuitively, -3 points.
- Nominally, this is considered an exotic trait, but really, some people that lift weights, versus some people that do a more strenuous, fast-paced punching bag routine are probably going to have different levels of Lifting ST and Striking ST.
- HP - 2 points
- Striking ST 1- 5 points
- Similar notes as per Lifting ST 1.
- DX - Dexterity, 20 points
- Basic Speed +0.25 - 5 points
- DX! - 15 points
- IQ - Intelligence, 20 points
- Per - 5 points
- Will - 5 points
- IQ! - 10 points
- HT - Health, 10 points
- Basic Speed +0.25 - 5 points
- FP - 3 Points
- HT! - 2 Points
Other Thoughts and ConclusionGoing further down the rabbit hole, players could deconstruct Basic Speed +1 as being made up of Enhanced Dodge and Basic Move, which incidentally makes a negative version of Enhanced Dodge for -15 points as well... not that buying a level of basic speed to get more basic move without dodge is a little convoluted. Maybe it's useful for building up the cost of a buff or debuff ability?
If munchkin behavior is a concern, you might limit what is immediately buyable to your players. For example, one reader comments not letting a player buy levels of HT! outright because that is too good, and perhaps you only allow the players to buy HT! when they already have a floating FP and Basic Speed +0.25 dangling around to finish out the HT. A small bit of checking and balancing is already baked into the system though, in that, in general, you can't have too big a gap between most secondary characteristics and attributes. For example, Max FP should be +/- 30% of HT, and, to simplify Basic Speed, it is recommended to stay +/- 40 points invested of both DX and HT.