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Old 05-20-2014, 02:33 AM   #47
DCB
 
Join Date: Jun 2011
Default Re: Capping Skill Default Levels

Quote:
Originally Posted by Sindri View Post
Basic describes techniques as defaults of skills (B229) and takes the time to mention that you are allowed to double default from techniques (B232) but does not exempt techniques from the normal double default rules.
"A skill can not default to another skill known only by default....However, techniques are not skills." (B.232, Double Defaults and Techniques)

Since techniques are not skills, the rule against double defaults for skills does not apply.


Quote:
Kromm weighs in with posts such as http://forums.sjgames.com/showpost.p...64&postcount=6
Quote:
Originally Posted by Kromm View Post
Remember what "prerequisite" means. Nearly all techniques have the skill to which they default as a prerequisite. If you lack that skill, then you lack the prerequisite and cannot attempt the technique; for instance, if you lack even 1 point in Broadsword, then you cannot try any technique that defaults to Broadsword, even at default, because you lack the prerequisite.
My copy of GURPS Basic Set does not define "prerequisite" in that manner. Per the index, the only restrictions listed are:
1) "To study the advanced skill, you must have at least one point in the prerequisite skill." (B.169)
2) "you must have at least one point in a skill before you can improve its techniques." (B.229)

The above quote suggests that "prerequisite" means the skill cannot be used at all, even at default, if the prereq skill is only known at default. However, B.173 indicates that any skill with a default "is something that everybody can do...a little bit" with "no training", and skills that cannot be used at all without training have no defaults.

With that approach, a hypothetical IQ 20 omni-knowledgeable super-genius would have defaults that made him an expert in every law, every science, every music...but could not even attempt the simplest engineering feat, due to lacking the Math(Applied) prereq, despite being able to function as a Math(Applied) expert! That creates two very different classes of skills, and removes a tool for allowing GURPS to elegantly model certain archetypes (e.g., Doc Savage) for no apparent benefit.

However, Kromm claims that his forum posts override the published books, and enough people here agree that there's little point continuing a discussion when it devolves into a game of "find the Kromm quote", so I'm done.
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