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[GURPS] Character Sheet Derivative Attributes and Mods

1488637419

Edited 1488637442
Joseph M.
Sheet Author
Hey users of the style 1 GURPS Character Sheet. I noticed they other day that the sheet uses the "base" version of attributes to calculate derivative attributes. So, for example you have 10 points in ST and some "bracers" of ST that give you a +2... Then you "strength_base" is 11 and "strength" is 13. But this means that Striking ST, Lifting ST, and HP all use 11 as their base. I can see why this might be considered correct. Bracers of ST don't usually increase HP.... but they should increase Lift and Striking ST. Right now you would need to add a mod of 2 to each of those as well. But as far as I can tell, MOST of the time things that effect base attributes DO effect sub attributes. Magic that boosts DX also increases Speed, which may also increase Move and Dodge...  So, here is my question: should I update the sheet to use the NON-base version of attributes for most sub attributes? Below is a breakdown of all the calculated stats. Of these I think that only HP and FP should use the "base" attribute and the others should take in account the "mod". This means that an IQ mod would effect Per, Vision, Hearing, Will, Fear, etc. HP FP Per Vision Hearing Smell Touch Will Fear Speed Move Dodge Lift ST Striking ST
I have no idea but I am totally supportive of any enhancements at all with GURPS!  :-)  (what would you do without my input right?)
1488804091

Edited 1488804134
I've not had to use Mods in my campaigns so this question hasn't come up. I would have assumed it works as you say and increasing ST through a mod increases lifting strength, thrust/swing damage, and all the usual statistics. I can see the logic behind HP not going up but the nature of GURPS is that it's adapted and molded to fit the needs of the GM. I could see a GM deciding that in his world Strength = Toughness and thus HP should also go up. But as long as there is a 'Mod' for HP the GM could handle that. There are some bubble options at the bottom of the sheet, maybe there should be three modes?  Derived Stats Mods Mods to attributes increase all derived stats (including HP, FP) Mods to attributes increase some derived stats (not HP, FP) Mods to attributes increase no derived stats