Quote:
Originally Posted by malloyd
Short of having literally millions of skills, that's going to be a problem no matter where you put the boundaries between them.
I suppose the other limit that still preserves some of the GURPS engine is not to have any skills at all. Just roll everything against the attribute you'd base the skill on instead. Effectively you have as many different skills as your game has attributes. This worked OK back before all games *had* skill lists, and still should.
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I wouldn't say it worked OK. I'd call it a constant problem that was improved massively by adding skills to games.