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Old 04-09-2020, 06:25 AM   #25
weby
 
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Join Date: Oct 2008
Default Re: GURPS Basic Set: Characters and Campaigns PDF Update

Thank you johndallman.

Seems that there was was one bigger and a few smaller actual rules changes and then rest just fixes.

The talent change is a big change. This has multiple effects specially if you have many talent levels. Things that I immediately think of:
1)Difficulty for skill maintenance for high skill kicks in a lot faster.
2)Things like karate bonuses and such start with a lot less points.
3)Possessed creatures physical skills get the bonus
4)Using Skills With Other Attributes and Using Skills Without Attributes changes a lot.

and my reactions and comments on them:
1)Not very good change. If you are naturally good at something also maintaining should be easier, not harder.
2)Neutral. It might make sense that if you are talented at something you also learn the special locations and ways to hit easier, but then why do not high attributes do that?
3)Neutral. This implies that also physical skill talents are mental in effect and not effects of the body being better suited for some activity. So what effect should be used to model a body that is better suited to a few skills? (DX(-x% only for skills XXXXXX and YYYYYY)?)
4)Positive mostly. For many uses this makes sense, like the accounting example given as if you are just better at learning something then that should likely be reflected. But again there is the question of the same problem as described in point 3 above.

Side effects: This has a big effect in making tanks in supers almost immune to smaller attacks as it takes a lot more damage to get even 2 injury against someone with njury Tolerance(Damage Reduction) . Also makes it harder to resist "poisons" or similar delivered by pointy things(impaling).

The other changes: Have not really used any of those things like the skill modifiers in play so cannot comment.
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