Technically, with the way PS works, the way armor helps you to not get hit is to reduce damage to 0 or very nearly 0, which is effectively the same thing. One thing I want to do is cut or eliminate completely the AT penalties associated with armor, because in retrospect (again, Phil set up those penalties in the first place), they don't make sense. According to GURPS, "despite what you might think, it is not much more difficult for a trained fighter to move around in armor than without!" I'm taking that to mean that it won't hamper your ability to, say, swing a sword, but I'm still going to apply the PA penalties--by wearing
lots of armor, you're opting to absorb most damage (i.e., reduce it to 0) as opposed to dodging it. A critical hit might still get through, and a lot of other things might potentially (techs or other special armor-defeating methods come to mind), but a lot of armor should help. Also, eliminating AT penalties should encourage fighters to wear armor, because almost no one does. o_O
I agree with basing TP off both. Perhaps an average?
As far as "what stats do what character archetypes need" goes, here's my view on the subject:
Mages need primarily INT (for spellcasting bonuses and resistance bonuses), WIS (for skill points), MAG (duh), and COU (for resisting spells and a somewhat improved AT/PA). That's four stats, and if you ignore all of the others for some reason and divide your points evenly (let's go with the 8 stat, merged DEX and AGI model), you'll wind up with a +4 in each and 2 points left over.
Fighters need primarily STR (for damage), DEX (for AT/PA and skills), COU (for AT/PA), WIS (if they want a lot of skill points), and STA (not as important as the others, technically, but helpful). Divided evenly, That's a +3 in all stats mentioned with 3 points left over.
These notes, incidentally, ignore CHA, which is actually somewhat important, but we're thinking in terms of pure combat use right now, more or less. Arguably, a fighter needs to put points in more stats than a mage to be just as effective. Or does he?
With this setup, the average fighter will have an AT/PA of 9/9 before skill adjustment (and assuming his extra, "left-over" points don't go into his "main" stats). Suppose an even distribution of ranks, which makes it 11/11.
The average mage trails behind at 8/8, adjusted to 10/10. But the average mage is going to have low STR, so he probably will do most of his fighting with spells. With these stats, his base MAtk is 12. Factor ranks, and he winds up with a spell power of 16 for any magic school he's maxing out.
A typical first-level fighter's attack roll against an equally competent target, assuming the target can defend, then, is against 11+d20. They are on perfectly even footing. A typical first-level mage's spell roll fighting a target with stats identical to his own is against 22+d20 (10 + 8 for COU + 2 for INT), and the defender gets a roll no matter what! And if he's attacking that fighter from earlier, he's still rolling against 16+d20--which means that his chance to hit the fighter with his spell is equal to the fighter's chance to resist, assuming that the fighter puts no points into INT.
This means that even though a fighter technically has to put points into "more" stats (assuming he values STA equally with other attributes), his chance to hit a similar opponent is much better than a mage's at first level, and his chance to defend against a mage is also better than the mage's chance to hit him. This partially explains why the mage's spells deal more damage--even at low levels, if the opponent has decent stats, he will be less likely to hit.
The issue of skill ranks as these characters increase in level means that as the fighter grows in power, his gap in physical offensive power versus the mage's chance to parry is going to grow wider (unless for some reason the mage spends a lot of points on weapon skills, which will increase AT/PA much faster than increasing stats). Likewise, the mage's ability to hit with a spell is going to increase, and a mage's ability to hit with a spell is likely to increase faster than the average opponent's ability to defend against it (which is part of why high-levelled magic users are so powerful unless their opponents take special measures, such as wearing magic-resistant gear). Also, this exercise does not factor in magical equipment or armor--and armor, in particular, is denied to a mage as a result of the PA penalty being exacted on all of his spell rolls (ouch)!
The point here is that at first level, even though he has to invest points in fewer stats, a mage's spells are easier to avoid than a fighter's sword. Any character with a significant investment in COU will have a pretty easy time resisting spells cast by a mage of a similar level, or at least, will be on equal footing--the mage is just as likely to hit as he is to miss. And this system allows for some fluctuations--a mage could up his physical defense, but sacrifice skill points, by investing in INT instead of WIS, or a warrior could increase his magic resistance
and his fighting ability at the expense of his hit points by upping COU instead of STA. Plus, those "left-over" points are still unaccounted for (in the examples above, it's assumed that they're jammed into CHA or something).
Anyway, that's why I'm going to say that as far as the issue of distributing stat points goes, fighters and mages are balanced. Hopefully all of that made sense. A fighter does not need
all of his stats to be high--he should choose based on his archetype. A strong fighter should obviously choose STR for maximum damage. A crafty fighter should focus on INT, because it increases skill points at character creation and helps with many skills as well as AT/PA. A strong-willed fighter who wants to resist magic should pick COU as a focus. DEX (the new, merged DEX) is a good choice for characters that use ranged weapons or want to be really good at dodging, since it's the prereq/base for [s] skills like [s]Improved Parry. If a fighter wants extra skill points at each level-up, he can put some of his "left-over" points into WIS.
We'll keep working on the techs thing.
NQ's note on MAG is, well, noteworthy--but I suppose for system purposes we might as well decide that it can increase as a result of being latent or something. So it's
technically a fixed value, but it can increase because of "OMG PLOT REASON THAT JUSTIFIES IT."
Pervy's suggestion is also very good. I also like the numbers he has associated with it, except that I might increase then to 4, 5, and 6 just because it should indeed be fairly difficult! After all, D&D requires DEX 15 as a prereq for the Two-weapon Fighting feat. <p>
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Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=archmage144>Archmage144</A]
at: 4/12/05 18:13