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#1 |
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Join Date: Nov 2009
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GURPS newbie here. I just picked up 4E, and I've read the section on buying skills like a dozen times now. I'm here from D&D 3.5, so it kind of threw me for a loop. At first, I thought you started from the default level, and then each level over that was X number of points based on difficulty. But then I found a preview of GURPS for Dummies online, and while I still couldn't quite make sense of what it was telling me, I did get that I was doing it wrong. So I went back and read over the section on buying skills, and I think I got it this time?
(I was going to quote the Skill Cost Table here, but I couldn't get it to format correctly. You all probably know this stuff by heart by now, anyway, but just in case, it's at the bottom of page 170.) I'm looking at Acrobatics for my example. Now, Acrobatics is DX/Hard. My DX is 10. I think what this means is that, for 4 points, I can have a skill level of 10. For a single point, I can have skill level 8. I'm not sure what dashes mean; I assume your ability is so negligible as to be 0 points. In addition to this, Acrobatics has a specialty for Aquabatics if I get the prerequisite. Does this mean that Aquabatics also has a skill level of 10, or do I pay another 4 points for that? Thanks in advance. |
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#2 | |
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Join Date: Jan 2005
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Aquabatics is a skill on its own and you'd have to pay points to get it. |
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#3 |
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Join Date: Sep 2008
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The dashes are basically "not available." You can't spend less than 1 point on a skill, so you can't buy lower than the level associated with that. You are indeed interpreting the chart correctly in terms of Acrobatics. As for Aquabatics (and Aerobatics for that matter), all of the -batics are essentially seperate skills that default to one another at -4. So, if you have Acrobatics at 10, you automatically have Aerobatics and Aquabatics (provided you qualify for them) at 6.
__________________
Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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#4 | |
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Join Date: Jun 2005
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Quote:
Bill Stoddard |
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#5 |
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Join Date: Feb 2009
Location: NYC
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Hmm...You're reading it oddly. GURPS doesn't grade any more finely than half a point, but I know plenty of people on this board allow for quarter or even eighths of points.
Rather than being negligible ability, the dashes indicate negligible training. Doing something without training means you use the skill at default. Acrobatics defaults to DX-6, but for half a point you go up to DX-3. This if the difference between a kid tumbling and jumping in their yard, and one after a lesson from a traveling jougelure. Or in a personal case, the difference between my amateur massages before and after my first class at the Swedish Institute. Essentially, the basics are easy to grasp. Or, as I put it to my DnD converts, you know that +4 bonus to skills you get when your stat is 20, and how you only get +3 for 19 and 18? That happens all the time in GURPS, your stat goes up, your skill goes up. So lets say your DX 10 character puts those 4 points into Acrobatics so you have a skill level of 10. Now then, later on you have a lot of DX based skills, and it's just cheaper to level up your DX than it is to do all those skills. So you pour your points into you DX. Without putting any more points into Acrobatics you have a skill of 11, DX-0 As to the specialty, well, I still use 3E, but it's very cross compatible so I'm probably not wrong. Specialization gives you a +5 to the specialty and a -1 to outside your specialty. Here's an example: Let's say you're in college and you're a biochem major. Obviously, you need research if you're going to write those papers for class. Research is a Mental/Average skill, so, an IQ of 10, you drop 6 points into it and have a research skill of 12. But, hey, most of your papers are going to be about chemistry, and specializing is free. So, obviously you specialize in chemistry research (Or, if you can finagle it out of your GM, science research). Boom, all of a sudden your research skill for those annoying papers 16, wowza! Alas, for those annoying history papers for the C.H.T.H.U.L.U. department, your research skill level is a measly 11. You really need to get your grade up in temporal engineering so you have the time to do all this crazy homework. EDIT: apparently it specialization IS different in 4E, my bad Last edited by Nemi3e; 11-18-2009 at 02:05 AM. Reason: ninja'd |
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#6 |
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Join Date: Mar 2005
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Unfortunately, 4e did away with half points.
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#7 | |
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Join Date: Aug 2005
Location: Denmark
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In 4e there are only whole poins. In 3e there were ½-points.
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There is no RAW, the RAW is a lie. |
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#8 |
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Join Date: Nov 2009
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#9 | ||
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Join Date: Jun 2005
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Quote:
Quote:
Bill Stoddard |
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#10 | |
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Join Date: Nov 2004
Location: Flushing, Michigan
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Quote:
2. Your examples are right. If you have DX 10, then Acrobatics-8 [1] or Acrobatics-10 [4] would be right. Or, rather, it would be Acrobatics-8 (DX-2) [4]. Or Acrobatics (DX-2) [1]-8. 3. The complete format for skill use, while "comprehensive" can be confusing because it provides so much information. For example, Acrobatics-8 (DX-2) [1] means...[Takes deep breath]..."The character has spent one point (the number in brackets) on Acrobatics and has the skill at 'base characteristic minus 2.' Since characters usually use DX for Acrobatics, and it is a Hard skill, we record that as "DX-2." The character has DX 10, so this means the character will usually roll against 8-, plus or minus any modifiers. The reason we record the DX-2 is that there might be some task that depends more on, say, endurance rather than agility, so we would want to roll vs. HT-2. The modifier (-2) will remain the same, because the character only spent one point on the skill. Mind you, about 98% of the time, you will just use DX, but you have all the information you need for special tasks, too!" In other words, the long format lets you use skills more realistically and/or with more granularity. Normally, I just use the short format (Skill-level [cost]). I have almost never had to use one of the special cases where you roll against anything besides the default characteristic. 4. The main thing when figuring what a certain number of points gets you with a skill is to look for... A: Skill Type (Easy, Average, Hard, etc.) B: Default Characteristic (DX, IQ, etc.) C: The Character's Level with the Characteristic (9, 10, 11, etc.) Then it's just a matter of plugging in the numbers, using the chart on page 170. For example, if you have IQ 11 and you want to buy an Average skill based off IQ, like Mechanic (Automobile), 1 point will get you the skill at IQ-1 or 10-, 2 points will get you the skill at IQ or 11-, 4 points will get you the skill at IQ+1 or 12-, 8 points will get you the skill at IQ+2 or 13-, and so on. That chart is your friend. Learn it well. The little dashes on the chart mean you cannot buy the skill at that low a level level...spending even one point will get you the skill at a higher level. Keep in mind that some skills are just the skill (e.g., Diplomacy) and others are a spectrum of skills (e.g., Mechanic, Electronics Operation, Artillery, Hidden Lore, etc.) and you have to buy each specialty separately. I hope this helps. Mark |
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