另外,也有考虑“以现有数值换回经验分”的制度又会如何。
洗点嘛……?
其实如果人物创立的经验分设计平衡性很好的话,洗点到也不会太影响平衡。唯一的问题是角色数值的突然变化在RP上可能失去连贯感。比如一个肌肉男忽然变成个瘦弱的智慧型角色,这样……
不大清楚很多人提及的GURPS里数值失衡是怎么造成的,但个人以为如果一定要非限定自由配点的话,可以采取“不同区域升点需要经验分不同”,或者“某个区域最高点数由另外一个区域某些数值所定”来调节平衡。或者干脆统一成庞大的技能树,比如“力量3”的取得条件是已经取得“肉搏2”和“运动2”,同时开启“肉搏3”和“运动3”,这样……
You can boost up some attribute and drop the others as low as possible, and there are a ton of tricks to buy cheap powers. With those tricks, even a 100 point char can be broken. It's much easier to break a GURPS game than a DND game.
The only way to prevent this is: the DM knows what the PC what's to do. But usually, it is obvious.