Stats have been cheap since BESM 1, and people have called us on it. When we designed BESM 2, I still thought cheaper Stats were the right decision. It was easier to have them at a low point cost, and characters could be created quickly without much math. For BESM 2, it was the right decision.

In BESM 3, we had a goal to streamline and balance the system much more ... and it was evident that Stats were terribly underpriced as they were. If you look at many of the point costs (especially the Attributes) in BESM 3, you'll see it's roughly double those from Tri-Stat. Healing was 4 Points/Level for +20, now it's 4 Points/Level for +10; Invisibility was 3 Points/Level, now it's 6 Points/Level; Dynamic Powers was 10/15/20 Points/Level and is now 20/30/40. The doubling gave us the gradation that we needed.

Following this logic, Stats would go from 2 per in TSS to 3 per in BESM 3. But we decided to price them at 10 per instead, to reflect our new balance. Consider all the advantages to Derived Values that +1 Body Stat gives a character, when compared to other Attribute effects:

**+1 Body = +1/3 Attack Combat Value**

Attack Combat Mastery costs 10/Level for +1, so this is worth about 3 Points.

**+1 Body = +1/3 Defence Combat Value**

Defence Combat Mastery costs 10/Level for +1, so this is worth about 3 Points.

**+1 Body = +5 Health Points**

Tough costs 2 Points/Level for +5, so this is worth 2 Points.

**+1 Body = +1 Shock Value**

Hardboiled Combat Technique costs 2 Points and increases SV by +10. So this is worth about 0.2 Points.

So based on Derived Values, +1 Body Stat should cost at least 8.2 Points/Level. Then consider that it gives extra lifting capacity and adds to every Body-based Skill roll, and you can see why it's 10 Points/Level. It could have even be higher given it's obvious benefits (12, 15, or even 20), but I think that 10 per works well.

So, finally, Stats are priced correctly.