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Old 07-05-2017, 08:10 AM   #5
Doctor of GURPS Ballistics
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Join Date: Sep 2004
Location: Burnsville, MN
Default Re: [House Rules] Technique System Overhaul

The real knock on a system like this is that it turns techniques from something you choose to do to something you HAVE to do. If you get a point in an unarmed combat skill, you must then allocate your Technique Points. It's a barrier to fast play, because if you just throw down (say) Judo at DX+2 and Karate at DX, for 12 and 4 points, respectively, you have 32 Technique points, which can be used to (roughly) offset -10 in penalties from various stuff.

That's a big delta (of course, it's a BIG point expenditure) in ability if you just want to get on with it.

That being said, the basic concept is sound, though my preference would be to take those 32 build points and be able to allocate them to ALL aspects of a skill, including the basics. That would ideally mean that if you just say "forget it, it all goes into my primary skill!" you've lost nothing. You're a well-rounded and non-specialized fighter. If you do shift around, you give something to get something.
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