Re: Gurps Dungeon Lite
I don't know if this will help you, but for the Fallout game I just started I decided to lump skills together for simplicity
All the Electronics Operations & Computer operations/programming skill into one MIQ/H skill
Surgury, diagnosis and first aid became the same IQ/H skill with first aid rolls getting a +2 'immediately obvious what the problem is' bonus
Stealth, Camoflage & Shadowing merged
Guns is just guns, with familiarity penalties by weapon (1911 style .45 ACP, .357 revolver), not by weapon type (pistol, rifle, SG), though crew served (but still man portable weapons) are gunner and beam weapons covers lasers and plasma weapons.
There are a few others that I put together too, but I don't recall what they are at the moment.
The way I see it, Fallout is a very cinematic setting (somewhat like DF) and heros should be pretty competent wihtout having to have 75 skills on each character sheet. YMMV
__________________
Benundefined
Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble.
|