Re: Characteristics Issues

Originally Posted by
Sean Waters
You can't please everyone all of the time, but I am pretty astonished at the strenght of feeling here.

Originally Posted by
Andrew Cermak
How so? I see people saying this, but no one says why. Other than saving some points in character creation, what does figuring actually do for the system that's so important? Why can't they be treated the same as primary characteristics?
The reason you are seeing this reaction is because we are talking about certain things that are the essence of the HERO system. Figured characteristics and the speed chart are pretty much unique to HERO. It would be like adding classes or using a d20 in place of 3d6. It might make a good game but it would not be HERO anymore. There are more similarities than differances between HERO and GURPS, the current characteristics and speed are two critical differences that give the two games their personality.
Yes it is true that in play figured characteristics don't make much difference between coupled to primary or seperately purchased as secondary characteristics, but figured characteristics are very much are a part of character creation, design and concept. It has nothing to do with point costs, "free" stats (which they are not since you are paying more for certain primary stats do to their impact in figured).
Figured characteristics are a safety valve or cheat sheet. They help you create an "average" tough guy, long distance runner or weakling. Now certainly you can adjust the figured characteristics and most people do some tinkering here as most people are not creating "average" characters. They help ensure that the strong character with low stun was intended to be a tough guy with a glass jaw instead of a damn I forgot to buy a bunch of stun.
Say I build a brick, high Str, Con & Body but figured characteristics become secondary characteristics, how should these high primary stats fit with the secondary? Is 30 stun alot? How much endurance do I need?
Now compare this to figured characteristics, I have a Character with 30 Str, 20 Con and 18 Body. Taking these stats I now have a ballpark of what my Stun, End, Rec, PD etc should and I can adjust for an even tougher or perhaps weaker concept.
I know just semantics right? No its not this is where character concept comes in, again lets take that 30, 20, 18 character described above.
What is the concept, is this just a big strong tough "normal" human?
If so then the figured characteristics can probably remain pretty close to what they are, but what if instead of the typical big strong fantasy fighter I'm building Steve Austen the 6 million dollar man? Well we know he is pretty healthy because he survived a pretty hellacious plane crash, so the Con and Body figured stats should probably stay pretty close to what the base figured stats, but the Str comes from mechanical replacements (bought as Characteristics instead of powers because they are basically an integral part of him) so maybe some of the figured Characteristics based on Str should be lowered a bit, since we were really aiming at lifting and damage from the bionics not a huge mass of muscle and the associated benefits of extra protection that muscle mass brings.
Lets take a third example what if I have designed a huminoid lizardman character, he may be big and healthy like my Conan clone in the first example but instead of flesh and bone he has a tough scaly hide, not quite enough to call it armor but quite a bit tougher than the typical human "squishy" so I want to buy up his Stun and PD / ED even higher, but End and Recovery can stay the same, he his really tough but his cardio vascular system is basically "human".
Without figured characteristics how do you know what the baseline is?
There were frogs there all right, thousands of them. Their voices beat the night, they boomed and barked and croaked and rattled. They sang to the stars, to the waning moon, to the waving grasses. They bellowed love songs and challenges.
John Steinbeck, Cannery Row
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