QUOTE (Cain @ Jun 7 2013, 05:27 AM)
I haven't had a chance to number-crunch the priority table, but the general gist is that an attribute factors into many skills, so improving the attribute is more cost-effective than raising all the associated skills. We know it's still attribute + Skill, so I'm not violating my NDA by saying that much. We also know that attributes are used to calculate Limits, so they're even more valuable than skills.
The bottom line is that attributes are (supposedly) seriously undercosted, to use your term. Undercosted to the point where raising skills is a bad idea, raising attributes is much more cost efficient.
Again, I haven't run the numbers for myself, so take this with a grain of salt. But as long as the base SR4.5 system is being used, attributes are far more valuable than skills. Adding even more benefit to attributes is taking things in the wrong direction.
We also know that what is usually thought to be the "worst offender" (Agility) is not a factor in limits. What we don't know is what the Karma costs for skills looks like.
And it is very clearly intentional that Attributes be more valuable than skills, so the line of argument would have to be somewhat more in depth than "attributes are worth more than skills" - especially since it's not a zero-sum situation.
QUOTE (Falconer @ Jun 7 2013, 06:28 AM)
You forgot attribute only tests like judge intentions or composure. Something for which there is no skill analogue. Yet another strike against skills.
So if they think 3 skills is worth 1 attribute... yes badly undercost.
I think at last count there was something like ~9x the number of skills in game compared to 8 link attributes. A skill group with a mere fraction of the skills linked to that attribute costs the same as the attribute itself.
Reframe this another way... why is there a limit of half BP to spend on attributes in SR4... (further broken by metas giving even more points for attributes above this limit). Yet there is no limit on points spent on skill. If the costs were in line there would be no need for a BP limit on attributes.
As I said, I'll grant that they're
undercosted. That is very different from
too valuable.
Further, I'll reiterate that what is relevant is the
real value of an attribute, not the
potential value of Attributes as compared to skills. If anyone's not sure what I mean, let's go through the Agility list.
Archery - Ranged Combat
Automatics - Ranged Combat
Blades - Close Combat
Clubs - Close Combat
Escape Artist
Exotic Melee Weapon - Close Combat
Exotic Ranged Weapon - Ranged Combat
Forgery
Gunnery - Actually used through Matrix actions in nearly all cases, so it doesn't even count.
Gymnastics
Heavy Weapons - Ranged Combat
Infiltration
Locksmith
Longarms - Ranged Combat
Palming
Pistols - Ranged Combat
Throwing Weapons - Ranged Combat
Unarmed Combat - Close Combat
See all of those Ranged Combat skills? They count ONCE, because most characters won't have more than one of them in the first place, and even if they do it's still just one action. So that's 7, but it's not at all likely that a character is going to be making use of all that. The most agility focused character I can think of, the Infil/Sam is gonna be at about 6 (Close Combat, Ranged Combat, Gymnastics, Infiltration, Locksmith, and Palming), while even just a normal Sam might only have 3 or 4 (Close Combat, Ranged Combat, Gymnastics and perhaps Infiltration). A less Agility focused character might be using just Ranged Combat and MAYBE Infiltratoin. So the
real value of Agility is about 2-5 Skills. Now because it's not zero sum, and because there needs to be space for the Agility focused character, the high-end value is completely out of the question. 3 times is actually a pretty decent evaluation.