GURPS 4th edition changed the way the cost of Allies and Dependents is
calculated. I think this may be considered an error, or at least that
more sophistication is needed.
In 3rd edition the price was fixed relative to the value of the
Ally or Dependent: an Ally based on 76-100 points cost 5 points, and a
Dependent based on 26-50 points would be worth -6 as a Disadvantage.
(There are further modifiers for how often they show up in the game,
but I'll ignore those for now.) It was generally assumed in the early
days that all player characters would be built on something like 100
points, and all was well.
But then point values changed. A GURPS Werewolf character could be
rated at 450-750 points, a superhero could be even more, and allies of
similar power levels to the PCs could get very expensive. So a GM of
my acquaintance decided to make their costs scale: one of about the
same point value as the PC would cost 5 points, no matter how many
points you had. (Credit where it's due: Shaun Murrant thinks this idea
originated with Kevin Patton, and that he and Kevin worked out the
details together, but this was in the late 1990s and we're not
completely sure any more.)
Other people independently invented similar ideas, and in GURPS 4th
edition a version of this became the standard: a 100-point ally for a
100-point character costs the same 5 points as a 400-point ally for a
400-point character.
But I don't like it; I think it's not sufficiently Generic or
Universal. Even in a mostly combat-based game where an ally basically
means a warm body about as tough as you to stand beside you and swing
a sword, the 100-pointer who spends a tenth of their points on allies
gets two of them, making a force of three 100-pointers in total (which
isn't the same as 300 points, but let's think of it as that and assume
they spend all their points on fighting abilities); meanwhile the
400-pointer who spends a tenth of their points gets eight more
400-pointers, for 3600 points total. There's something like a
quadratic effect, meaning the the four-times-as-powerful character
ends up twelve times as powerful.
Perhaps more seriously, if the 400-pointer only spends the same 10
points as the 100-pointer spent, they get more for it - two 400-point
characters rather than two 100-point ones. Nothing else in GURPS works
like this: if you spend eight points on a skill, your character
doesn't become better at it than the next guy who did the same thing,
simply because their overall point value is higher. Nor does that
happen for your stats. Nor for your social status. Nor for your
contacts…
Enemies work the same way. A single opponent about as powerful as you,
who's out to get you, is worth -10 points; the level of distraction
this causes you will be about equal whatever your point value, but
those ten points are much more valuable when you're starting with a
mere 50 than when you're starting with 400.
I find myself distinctly tempted to rebase everything back to absolute
values, using the new standard of 150 points for a "normal" character.
(But I haven't yet worked through all the implications of this.)
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