Thread: Skills as perks
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Old 01-01-2015, 02:43 PM   #27
wellspring
 
Join Date: Apr 2011
Default Re: Skills as perks

Quote:
Originally Posted by Phil Masters View Post
But that then raises the question of whether that's actually realistic. Crewman on a four-master presumably includes knowing how to help raise the sails right; Crewman on an airship might involve (I guess, from a position of extreme ignorance) walking round the gasbags once a day checking for leaks. Those kinds of routine-but-necessary activities really are quite hard to do in double time.
I'll defer to an actual seaman if one pops up. Until then, seamanship and sailors' skills seem like the quintessential example of a crewman skill where experience makes a vast difference. Contrast the ordinary seaman with the salty old chief petty officer, who knows his knots, the weather and wind, how to belay gear properly. I suppose all of this is covered by other skills, and I agree that skill overlap is a problem, but given that it's a thing in GURPS seamanship is a big deal.

Certainly in the fiction seamanship skills matter.
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