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Old 11-26-2022, 01:34 AM   #13
scc
 
Join Date: Mar 2013
Default Re: Skill Lists And Limits For Teenage Characters

Quote:
Originally Posted by Kaslak View Post
I think I can contribute only a little to the first part.
In the answer I am assuming a sort of serious commitment from the characters, as if it was a recognized combat sport, just for illustrative purposes.

-=Snip=-

Also finding good quality instructors and the money to pay them could create interesting noncombat quests, and the need to balance out the characters related to real life skill needs may be a soft push for players not to focus too much on the sport. Maybe some characters are opposedd by the parents and need to use real life skills to get out from home to train, or may need to work part time because they are struggling. Maybe, as you mentioned, solving mysteries with other life skills might be the only way to prevent a cheating opponent to win automatically.

On the other hand, if your target is to put the campaign spotlight only on the combat game itself, I might expect that characters will want some options to advance on that field only, and any deeper character definition would be a nuisance. The mecha customization options (with point costs) may absorb that need. I have read sometime ago on the forums, to make things interesting, you might create dedicated techniques for different actions based on driving, to favor distributing points on different things and have specialized pilots...
So I'm wanting to limit starting skill level out of respect for realism, after all how good are 16 year olds scouted for US high school football? There's a good secondary narrative reason to do so, however. Something I realize I should have said earlier is the limit on play time characters will have, this will be a game mainly played in simulators similar to MechWarrior Firestorm ones, for which the characters have to queue for. The arcade probably makes most of it's money from selling food and drink while customers queue, and along with a desire not to see patrons banned isn't really interested in adding more machines. You can play at home, but the further you get from having the three screens and two joysticks of the pods the less useful it is.

Instructors, for e-sports?

Spotlight would probably be split evenly between in simulator and out, with the later covering a lot of bases, like dealing with school, parents, social situations, and any mystery's the PC's decide to investigate.

Quote:
Originally Posted by Gef View Post
>Now in general I'm thinking that skills should be limited a one or two point spend

A point can represent time spent, but could it also represent talent?

A lot of teenagers discover their future career in the things they spend time on. I've heard musicians talk about getting garage-sale guitars as kids, artists getting the bug early as well, high school athletes being heavily recruited by colleges, and in my case, a Radio Shack electronics project kit made more difference to my career than anything learned in school. And I also know some polymaths who might reasonably have a variety of academic skills at 12, based on high IQ or Talent, in their teen incarnations.

>and that many skills groups, like combat, will be off limits,

Combat Sport at least, for all those Tae Kwon Do tournements. The dojo I was in before I got too old and broken had kid classes for katana and open hand that would've included Acrobatics, Judo, Karate, and Two-Handed Sword. It aspired to teach actual self-defense not art/sport, and some of those kids were amazing by the time they got to be teens. Also, while my dad didn't teach me to shoot or take me on hunting trips, not his things, I would estimate that among my peers in suburban Oklahoma, such things were the norm, and I was in JROTC aspiring to be an aeronautics engineer, but many of my fellow cadets wanted infantry and were already preparing, and that was before paintball. Not too uncommon for a dad to teach his teenage daughter how to use a knife for rape defense.

>I also need to work out how speed should be factored into that,

Not familiar with your system, but...

For 10s turns, you should use full Acc bonus before subtracting range/speed, and for that plus 50m hexes (55yd), the formula is MV×10÷55=MBV×.18. I'd actually simplify that to MV/5. So MV 30, which is 60mph, reasonable for vehicles, becomes 6 hexes.
Well this would probably be about the time that kids would be finding out about these sorts of things, wouldn't it?

For martial arts skills it's fine, I was thinking more like Guns and Gunner should be banned. But for the kids taking those classes, how much skill would you rate the non-Olympic-hopefuls as having?

Non-GURPS system, why would weapons automatically have a GURPS stat? And I figured something like that for the movement.

Quote:
Originally Posted by Pursuivant View Post
You might want to create variants of Gunner, Piloting, etc. based on Combat Sport, unless players are using the exact same interfaces that real mecha would use and face real risk of death or some other serious problem (extreme pain, major financial loss, crippling, etc.) every time they go into battle.
Well they're not going to be facing death any time soon at least. My plan is to have the campaign end with aliens invading and previously unknown defense mecha, that look an awful lot like some of the ones from the game, come out of hidden hangers to repeal them and the GM PC who I originally used as the excuse to bring the party together hands them sign up forms.

Quote:
Originally Posted by mlangsdorf View Post
Spaceships assumes that all attacks are Aim, Aim, All-Out Attack. If I were running a mecha game with 10 seconds turns, I would double the RoF for all weapons and allow the RoF to be split equally between two targets without penalty. But ranged attacks should be at Acc+3 - and realistically, mecha weapons are stabilized, scoped weapons[1] and should have Acc of 6+6 or so for projectile weapons and higher for beam weapons.
Doubling RoF makes no sense, the weapons are already designed for 10 second turns. As for Acc, well the weapons design rules (which the PC's will have access to, eventually) allow you to give every what would work out in GURPS terms to a quality modifier between -2 and +3, this is unusable as Acc and to avoid '360, no scope' type stuff I have to limit access to it, meaning beginner weapons start at -2. All of that means that that any Acc bonus must be equal across all ranged weapons, and I'm not sure if torso or arm mounted weapons would gain scope bonuses, or if they did, would they be for the mechas sensors, not weapon mounted ones?
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