![]() |
![]() |
#1 |
Join Date: Mar 2006
|
![]()
I'm trying to put together a list ranging from Skill 8 to 25 with a small flavour sentence behind each level to give new players some kind of idea what it means.
Any input on this? Code:
08 Novice: you once learnt this skill but never used it since. 09 Average: you use this skill from time to time 10 Average: you use this skill regularly 11 Professional: you could earn a living with this 12 Professional: ? 13 Professional: ? 14 Expert: skills related to yours are no problem for you 15 Expert: people ask you for advice regularly 16 Expert: ? 17 Expert: ? 18 Expert: you are an expert even in related skills without ever learning them 19 Expert: ? 20 Master: ? 21 Master: ? 22 Master: people write books about you 23 Master: only very few on earth are as good 24 Grand Master: you are bordering the humanly possible 25 Grand Master: There is probably nobody on earth as good as you are in this.
__________________
My GURPS tools: INDEX IMP, RANDOM MONSTER GENERATOR, Combat cheat sheets ONE and TWO.. ☼Online courses and free stuff on GM-ing☼ |
![]() |
![]() |
![]() |
#2 |
Join Date: Sep 2006
Location: Seattle, Washington, USA
|
![]()
Here's what I go by for combat skills.
10: green (parry 8, knows which end hurts) 12: rookie (parry 9, usually doesn't hurt himself) 14: squaddie (parry 10, can hit other guy reliably) 16: competent (parry 11, can hit hands and vitals reliably) 18: dangerous (parry 12, can use deceptive attack reliably) 20: vicious (parry 13, can use rapid strike reliably) 22: deadly (parry 14, can hit eyes reliably) 24: master (parry 15, fighting this person is a death sentence) Of course, as the consequences of using most non-combat skills are generally not nearly as bad as what can happen when using combat skills, I'd expect the comparable levels to be 2-4 points lower. |
![]() |
![]() |
![]() |
#3 |
Join Date: Aug 2004
Location: Cedar Rapids, IA
|
![]()
I would, personally, break skill levels into brackets...
05 and below -- You do not so much as have this skill, as you have a rating to measure your inevitable failure. 06 - 08 -- Raw Beginning levels. This is the skill of a person that has no real aptitude for the skill, or has limited training in the skill. Might be able to handle the most basic tasks if given regular supervision and feedback. Many times, this will represent the default use of a skill. 09 - 11 -- Apprentice/Journeyman levels. This is the skill of a person that is not quite up to the task of using this skill on a professional basis, but has some basic or fundamental knowledge of the skill and can handle routine tasks with minor supervision. 12 - 14 -- Professional levels. This is the skill of a person that can handle most tasks with the skill, and could use this skill as the basis of a carreer. The knowledge of the skill goes well beyond the fundamentals and reaches into the theories and practical applications of the skill. This is someone that could teach the skill's fundamentals. 15 - 17 -- Seasoned Professional levels. This is the skill of a person that can not only handle the general, common tasks of the skill, but can easilly apply the knowledge of this skill to perfom tasks that are only tangentially related to the core theories. This is someone that can teach the skill's practical applications. 18 - 20 -- Expert levels. This is the skill of a person that can not only apply the skill to tangentially related areas of knowledge, but is quite capable of expanding the body of knowledge in the field into areas that others may not see as related until after this individual has completed their work and can demonstrate this new application. This is someone that can teach experts, and invent new (related) knowledge bases. 21 - 23 -- Master levels. This is the skill of a person that has demostratable mastery of the skill. No area of the skill is beyond the scope of this person's knowlege. They understand the theories, applications, related areas, how to expand those areas -- but not only into related but even into unrealted fields of knowledge. This individual can apply the knowledge they have in this skill no nearly anything they do, making them better at those tasks as well. 24 and higher -- Legendary levels. This is the skill of a person that Masters defer to when they are at a loss as to how to use a skill effectively. |
![]() |
![]() |
![]() |
#4 |
Join Date: Mar 2006
|
![]()
Now that is just exactly what I was looking for, thanks!
__________________
My GURPS tools: INDEX IMP, RANDOM MONSTER GENERATOR, Combat cheat sheets ONE and TWO.. ☼Online courses and free stuff on GM-ing☼ |
![]() |
![]() |
![]() |
#5 | |||||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
|
![]() Quote:
Quote:
Quote:
Quote:
Quote:
18 - 20 -- Expert levels. This is the skill of a person that can not only apply the skill to tangentially related areas of knowledge, but is quite capable of expanding the body of knowledge in the field into areas that others may not see as related until after this individual has completed their work and can demonstrate this new application. This is someone that can teach experts, and invent new (related) knowledge bases. At levels of 20+, you're talking people who can apply their skill in novel ways under extreme duress and have a very high chance of success. A combatant with this skill level will likely develop a reputation from everyone who sees him fight. A service provider will command huge salaries and likely be a pathfinder for new ways of doing things.
__________________
Gaming Ballistic, LLC |
|||||
![]() |
![]() |
![]() |
#6 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
![]()
I'd aim for swaths that come as close as possible to 20% steps in probability of success, mirror the progression at -10 (the harshest recommended TDM on p. B346) for masterful end cases, and smooth over the discontinuity where they meet. I'd then associate these bands with the usual descriptors for power levels (p. B487) -- and note that I'm not associating skill levels with the power levels themselves, I'm just borrowing a familiar set of adjectives. Try:
7 or less
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
![]() |
![]() |
![]() |
#7 |
Join Date: Jun 2006
Location: Sweden, Stockholm
|
![]()
Good list Kromm, I''ll definitely save that one for the next time my players are creating characters :)
By the way, does anyone have an attribute level description? for ST? for HT? for IQ? for DX? I've had a lot of problems with players trying to convince me that an ordinary man with a medium build can have 18 in ST <_<;; (In a realistic campaign) ST is probably my biggest issue, since it's hard to figure out the scales for differently built people. Here is the scale I use Stick-like build Normal ST 6, max ST 11 Light Build (most women) Normal ST 8, max ST 13 Medium Build (Average male) Normal ST 10, max 15 Heavy Build Normal ST 12 Max 17 Gigantic/huge build (gigantism dis/advantage) Normal ST 14, max 19
__________________
"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
![]() |
![]() |
![]() |
#8 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
![]() Quote:
6 or less
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
|
![]() |
![]() |
![]() |
#9 | |
Join Date: Oct 2004
Location: Philippines, Makati
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#10 | |
Join Date: Aug 2004
Location: Wellington, NZ
|
![]() Quote:
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
![]() |
![]() |
![]() |
Tags |
attributes, skill levels |
Thread Tools | |
Display Modes | |
|
|