What Does a Point Buy?
Enlightenment? This is a game!
- I find out there is a cool thing I want to figure out. (eg: "GURPS looks fun, I want to learn how to play it and run it.")
- I try to learn it. (eg: I read the Lite, Basic Set, and How to Be a GURPS GM books.)
- I adamantly stick to the rules because they are my training wheels. (eg: "Ritual Path Magic's energy is 3 Character Points each, and that is that.")
- I learn what rules are important to doing the thing I want (To have fun) and which are getting in the way of my goal (eg: "I like managing adventures with heroes and having the combat go fast, I think ranged weapons should have penalties for shooting long distances, but I don't want to pull out a table and a ruler every time, so I'll eyeball it. Sometimes it's accidentally slightly in favor, or a little bit too high, but I didn't spend 10 seconds measuring it out.")
- The first secret (And the obvious one): You don't have to, and you are expected not to use all the rules. You should only choose the rules you want or need to facilitate the game you want.
- The second secret (And a symptom of the first): New players and GMs don't know enough to know which ones they need and which ones they don't need.
I Think I Got Lost In The Weeds
- Everything is relative, so it's impossible to know what is the objective best way to cost out an advantage.
- It takes a lot of experience to reach a point where you can just reach into the ether and pull numbers out of nowhere that are "just right," and you get experience by:
- Trying to do things the right way
- Then experimenting by doing things your way, and seeing if it is better than the right way, even though you will make mistakes, because no one gets it right the first time.