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Old 08-17-2015, 12:43 PM   #44
dataweaver
 
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Default Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .

Quote:
Originally Posted by vicky_molokh View Post
I'd rather make it completely eliminated other than in the form of familiarity penalties (gunner picking up a crossbow for the first time etc.).
There's a reason I concur with the “necessary evil” description of mandatory customization, and why I pointed out that even games that use short lists of broad skills tend to have two or three skills that require customization in some form.

Your reliance on the familiarity rules is an example of the same sort of thing; though I'd argue that in cases such as individual sciences, arts, or crafts, it should take more than eight hours of exposure to a new one before you can reduce the unfamiliarity penalty. Heck, even the notion that a botanist even gets to attempt nuclear physics without months of exposure to it is suspect (though I can swallow that for the sake of minimizing the chances of overlooking something you really ought to have).

Quote:
Originally Posted by vicky_molokh View Post
I suppose a +1/[2] is OK as a price for a single specialisation. However, I see it as important to make sure that at this price, a specialisation can't be raised more than N levels beyond the main consolidated skill which covers said spec. N would probably be something between 3 and (points spent on main consolidated skill/2), IMHO. Otherwise jack-of-one-skill becomes too cheap to raise through the roof.
Oh, certainly. Though don't you mean “+2/[1]” (i.e., +2 to roll per point spent)?

My own proposal was premised on the notion that customization can never get you higher than “base skill + 3” (for specialties and for techniques that lack caps as written), and frequently can't even get you past “base skill” or even less (most techniques start you out at a penalty and cap you at your base skill; a few start you out at a penalty and cap you at half that penalty). To me, “spend one point to raise a technique or specialty to its cap” is less fiddly than “spend one point per +X to a technique or specialty, up to a maximum of its cap” — and for most techniques, the difference between default and cap rarely exceeds 3 or 4 anyway.

If you want to streamline it further, forbid techniques; then the rule becomes “a specialty costs one point and grants a +3 bonus; and you can't spend more than one point on a given specialty”.

I still haven't gotten around to putting your list up against Template Toolkit's Challenges, and I still intend to do so.
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