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Old 01-09-2018, 07:40 PM   #11
Otaku
 
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Join Date: Nov 2011
Location: South Dakota, USA
Default Re: Making Techniques Worthwhile

I think I'm bordering on one of those massive miscommunications with you, sir_pudding. I will try and clarify where I can; if it doesn't work, or if you understood all of what I said and it is only I who am confused, my apologies.

Quote:
Originally Posted by sir_pudding View Post
Then characters are free to take unlimited numbers of perks.
I made that comment in response to you bringing up how investing more CP in techniques allows you to invest more in Style Perks. Thus, when the cap isn't in effect, or Style Perks aren't being used at all, this benefit of investing in Techniques doesn't apply. I don't know how often people do or do not use these rules, but Techniques are in [Basic] while these advanced rules are not; it seems at least plausible that Techniques see more use without those advanced rules than not.

Quote:
Originally Posted by sir_pudding View Post
Styles can also be used for non-combat systems of related skills. If you use the rule that you can't improve any techniques that aren't in a style you know, then that can apply to noncombat techniques too. Presumably that is why the Pyramid article on Influence techniques also included styles to go with them.
...and if you are just using [Basic], this still doesn't apply. If one isn't using the right supplemental books, it doesn't apply. I get it; there is at least a partial answer to the problems AlexanderHowl has with Techniques and their costs. I just wanted to make it clear that some of us (such as myself) can't make use of that solution. If I did so poorly or it was unneeded, my apologies.

Quote:
Originally Posted by sir_pudding View Post
I don't know about intent, but the end result is desirable. Changing the rules so that improving dozens of techniques is efficient would add complexity and clutter to character sheets and make making effective characters require even greater system mastery than it already does. None of that sounds appealing. I find that I want to have to guide players through the system less than I currently do, not more.
So far, no one has said they wanted "dozens of techniques" to be cost-efficient. Right now, anything more than three Average Techniques or one Hard Technique and an Average Technique for one Skill are where it stops being cost in-efficient to purchase Techniques for a single Skill. Not terrible, but then one needs to remember that Kicking is a Hard Technique, so if you're dealing with Brawling or Karate, that eats up a lot of your "slots" for Techniques. This just seems to create a binary choice; total generalist or total specialist, because anything in between isn't cost-efficient.

You know your players; I don't. What I can tell you from my own experience, back in 3e, it was a lot easier for us when we started including the Martial Arts Record Sheet (GURPS Martial Arts, Second Edition p.157) as part of one's character sheet, at least for characters focused on such fighting. Yes, yes, that is from a supplement, but Techniques weren't actually part of the Basic Set (Third Edition, Revised); you needed a supplement to know of them. This gave you room not only for Techniques you had studied, but even some of the ones you might like to use by Default, instead of having to look them up on the fly or memorize them.

I guess I'm saying... if your players are wanting a more detailed game, even if 4e has abandoned such a sheet, you might want to bring it back. Looks scarier, but makes things easier in the long run. Like creating a separate "Grimoire" sheet for a Mage, listing out his Spells and any relevant notes from them, instead of trying to cram them all into the "Skills" section. :)

I don't want to bury any points, so I'm going to risk double-posting, to break up the first third of what you said from the last two-thirds.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :)
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