Quote:
Originally Posted by ErhnamDJ
You don't have to. GURPS doesn't. You would get better prices if you did, but that doesn't mean you can't make some assumptions and then come up with something.
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The same skills don't have the same need in every game: A sword skill in a modern setting is not as useful as it is in a setting without guns. A swimming skill is more useful in a setting where you expect to do a lot of swimming. And what if the theme of the game is something non-violent: are combat skills as useful then as any other time?
You can decide on a pricing structure based on guesses of universal usefulness, but that's not going to do any better than GURPS'. You might as well give every skill the same price and just accept some skills are going to be bought more than others.