Goodie Points

From Sagataflwiki

(Difference between revisions)
Jump to: navigation, search
Peter Knutsen (Talk | contribs)
(Creating the article (saving unfinished version))
Newer edit →

Revision as of 18:40, 1 October 2010

Goodie Points, abreviated GPs, are the central character creation "currency" of Sagatafl. When creating a character, one has an amount of Goodie Points to spend, and the more Goodie Points, the more powerful the character is, (more capable of enforcing his will on the surrounding world).

Contents

GPs are Non-Linear

No, actually, Goodie Points are units and units cannot be nonlinear, but functions can, and Goodie Points are converted to usable points (Advantage Points, Skill Points and Perk Points) according to nonlinear functions.

That sounds scary, but it's actually not too complicated.

The central decision of character creation - and the thing almost everyone won't ever get right the first time, which is why it is perfectly legal to go back and change one's mind here (and everywhere else, for that matter!) - is distributing one's Goodie Points between the three categories of

  • Advantage Points (DPs)
  • Skill Points (SPs)
  • Perk Poins (PPs)

Goodie Points not spent during character creation are lost, so do spend them all.

Advantage Points are used to buy traits that the character is born with, traits that are largely genetic in nature or at least become fixed and non-improvable in very early childhood (when the character leaves his Formative Years - this happens at around the age of 4.5 Years). Basically you use these DPs (aDvantage Points) to buy Attributes and Advantages. You can also lower your Attributes and take DisAdvantages in exchange for extra (compensatory) DPs that you can spend freely.

(Advantage Points are abreviated DPs for historical reasons. Originally there were separate Attribut Points and aDvantage Points, APs and DPs, but this was deemed to be a game design mistake, and so they were combined into one type and one category. The question was whether to call them APs and DPs, and the final decision was DPs. So now you know.)

Skill Points are used to buy acquired abilities. Skills, basically. Regular skills (with a level), Lores (binary skills - you have then or you haven't), and Trainings (improved physical fitness, in the form of Strength and Endurance). This is stuff your character has learned, or trained for. There's nothing analogous to DisAdvantages when it comes to Skills.

Perk Points are used to buy social traits, including economic benefits, and state such as being in the state of carrying a magical sword at gamestart. Perks are what people think you are, and what you happen to have or control of external things (land, peoples, items). Note that Perks can be taken away from you by NPCs, e.g. your magical sword can be stolen, or an usurper can remove you from your expensively bought position of Galactic Emperor. NegPerks, sometimes spelled negPerks, are the equivalent of DisAdvantages, undesirable states that your character is in.

Now comes the scary "math" part but don't worry, you don't have to solve even the tiniest equation, let alone do any kind of calculus whatsoever.

Goodie Points are converted to DPs, SPs and PPs according to non-linear functions. You put an amount of GPs into one end of the function, and out the other end comes an amount of category points.

The function for Advantage Points, DPs, is AP = ((GP/5)*(GP/5))+(GP/2). Or in mathematical terms, if you prefer, f(x)=x^2+2x. Either way, round down to the nearest whole number.

Say you decide to spend 40 Goodie Points on Advantages. Divide the number 40 by 5. This gives 8. Multiply 8 by itself. This gives 64. Remember that number. Then return to the number 40, and divide it by 2. That gives 20. Then add 20 to the remembered number, 64, to arrive at the result of 84 DPs.

If you spend 40 GPs on Advantages, you get 84 DPs.

The trick about the non-linear functions used is that they don't work the way one intuitively expects them to. Try to guess approximately how many DPs one gets if one spends not 40 but 80 Goodie Points on Advantages.

80 divided by 5 is 16. 16 times 16 is 256. We'll remember that partial result. 80 divided by 2 is 40. 256+40=306 GPs.

Now, depending on your understanding of simple mathematics, you might be profoundly shocked or not.

Here's a rule-of-thumb. Ignoring the linear component, the +(GP/2) part, if you spend twice as many GPs on Advantage Poins, then you get four times as many Advantage Points. If you spend three times as many GPs, you get nine times as many DPs. And that's deliberate.

And it's even almost true ergardless of the linear component. 306 DPs divided by 84 DPs gives 3.64 as many Advantage Points for twice the Goodie Points.

That's because for sufficiently large GPs values, the linear component can be ignored. It has very little effect. What's left, what matters, is the exponent, which in the case of Advantage Points is ^2. The Goodie Points are raised to the second power. Raise 3 to the second power, you get 9.

Now come the catch. The functions for converting GPs to Skill Points and Perk Points are even more generous. They use an exponent not of 2 but of 2.5. Ignoring the linear component of the function, if you spend twice as many GPs on either Skills or on Perks, you get a little over six times as many Skill Points or Perk Points. If you spend three times as many GPs, you get over fifteen times as many Skill or Perk Points.

See the difference?

The functions for Skill Points and Perk Points are different, in some ways, but they both use the same exponent, 2.5, and that's what matters. For all categories, the obverse is of course also true.

If you spend half as many GPs on Advantages, you get only one quarter the DPs, and if you spend one third as many GPs on Skills or Perks, you get only about one fifteenth as many SPs or PPs.

Note that there are also some limits on how many GPs may be spent on any one category, expressed as a percentage of total Goodie Points. These limits are 55% for Advantage Points, 60% for Skill Points, and 65% for Perk Points except for Npcs where the limit is 75% for Perk Points.

In addition to this there is also the Intensive Ninja Training Rule, which puts a firm limit on how many Skill Points a character can have based on his age. This rule has not yet been created, but will be based on the most extreme possibility of a character having received near-constant intensive skill training starting at a few months after birth. And therefore it is not at all likely to be the least bit limiting to your character concept, regardless of what said concept is. (If it wasn't for copyright problems, this rule would almost certainly have been called the Paul Atreides Rule.)

The challenge of Sagatafl character creation

The trick to this core decision, how to spend the GPs, is to decide what shape character you want, and find the right balance.

Skill Points come much more cheaply than Advantage Points. For only a few more Goodie Points spent during character creation, you can massively pump up your Skill Points. So it's attractive to spend a lot of GPs on Skill Points.

On the other hand, your Skill Points are used much more efficiently if your character has high values in those Attributes that are relevant for your character's most important skills. Attributes determine skill learning speed, and thus how many Skill Points each skill costs at each level. Therefore, leaving your character with all 3s in all Attributes is not a choice you should make lightly.

One possible character concept is that of great genetic potential that has yet to be realized: Go for high Attributes, but few Skill Points, because you'll earn lotsof Skill Points during the campaign, in the form of eXperience Points (XPs translate directly to SPs on a 1:1 basis).

Another is the almost-average-dude who has been around for a long time, and done a lot of differnt things (some of them quite intensely). He has bought all the t-shirts, and has very high skills, but with average'ish Attribute values, he's unlikely to improve his skills much, if at all, during the campaign (he can learn new skills, though, but not very quickly).

Both conceptual shapes are potentially fun, depending on player style, as is the middle ground.

Perk Points, on the third manipulatory appendace, are largely ignored by players, and for good reasons. Most RPG campaigns are about adventurers who adventure, and Perk Points are mostly for settled types of folks. And don't worry about fame and fortune. Fortune comes naturally to charactes during play without being artificially held back by point accounting, and fame in the form of Reputations and Popularities also come and improve naturally (characters can earn Perk Points during play, but these are always ear-marked for improving specific Reputations or Popularities, i.e. if you solve a major problem for the Town of Dublin, then in addition to your XPs you'll earn some PPs that go directly towards improving your Popularity in the Town of Dublin).

Goodie Point amounts

Advice

Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).

Please note

Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.

Mini-FAQ

Put in sub-sections (three ='s) each containing multiple Q&As, and insert a blank line between each individual Q&A.

sub-section

Q: A: Q: A:

The world

A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.

World impact

Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).

The Ärth setting

Talk about how this trait appears and functions in the Ärth historical fantasy setting.

Quick mini-glossary

Explain terms of great relevance to the subject matter of the article here, but not terms that are of generally great importance (e.g. RD).

See also

Advantage Point
Skill Point
Perk Point
and
Bonus Points

Personal tools