Quote:
Originally Posted by Fred Brackin
This is a point where the mechanics might not be as clear as you think. Skill-14 critically succeeds 2% of the time and critically fails 2% of the time. Skill-16 critically succeeds 10% of the time and critically fails 1/2 of 1% of the time.
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I often like to get my PC's primary
adventuring skill to 16 for that reason.
This is from Sean Punch (Dr. Kromm) in
How to Be a GURPS GM:
"12-13: Primary job skills of most normal people (including cops, doctors, pilots, and soldiers)."
Remember most people, even cops, are typically doing their jobs under known conditions, so have a plus to their
effective skill. A friend of mine who was a police lieutenant and built his experience on the streets of Los Angeles said he only pulled his gun while on duty twice (I'm not counting on a firing range). He only fired it on duty once--and that was a warning shot. A PC adventurer is an extreme and unrealistic exception.
Quote:
Originally Posted by AlexanderHowl
Agreed. In addition, players have found skill levels of 30+ useful in my campaigns, as I will gleefully stack negative modifiers. For example, a character trying to shoot a target during a blizzard (-6 for difficulty) at night (-9 for visibility) from 100 yards away (-10 for range) would only succeed on a 10- with an effective skill of 35. In general, I feel that GMs are not assigning the proper modifiers if skill levels of 16+ are considered 'wasted'.
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I've run and played Supers and other high powered games, and we never had skills at that level. But as in all things, it depends on the GM/campaign.
In most movies/comics/stories/certainly in real life, someone who fires a deadly weapon under those conditions either needs psychiatric evaluation or a prison cell.