Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 03-08-2019, 12:59 PM   #11
AlexanderHowl
 
Join Date: Feb 2016
Default Re: High Skill Levels

The effective time to cook one meal may have a minimum, but the effective time to cook ten meals may be reduced (assuming proper equipment). In addition the time spent watching that particular meal may be reduced (it may take 10 minutes to make pasta, but a master chef only has to come by to stir for a few seconds every couple of minutes).
AlexanderHowl is offline   Reply With Quote
Old 03-08-2019, 01:07 PM   #12
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: High Skill Levels

Quote:
Originally Posted by Andreas View Post
There is a -5 penalty to do things twice as fast, but if you again want to halve the time taken, the penalty increase gets much less, until it is only -1 to go from -80% to -90%. It would probably make more sense for it to be the other way around, since you have likely already used all easy efficiency increases when you are at -80% time, so further decreases would be very difficult.
The easy way to do this is to replace '-1 for -10% time' with '-1 for +10% work per unit time'. Actually, you can probably unify extra time and haste with a rule something like:
Time Spent
The basic task difficulty assumes attempting a task at a deliberate pace, neither fast nor slow. You may increase your pace by 20% (thus doing 20% more work in the same amount of time, or dividing time required by 1.2) for -1 skill, or reduce by 20% to get +1 skill.

If concerned with time required instead of work done, this amounts to:
  • Slow (x5 time): +4 skill
  • Slow (x2.5 time): +3 skill
  • Slow (x1.67 time): +2 skill
  • Slow (x1.25 time): +1 skill
  • Fast (x0.83 time): -1 skill
  • Fast (x0.63 time): -3 skill
  • Fast (x0.5 time): -5 skill
  • Fast (x0.33 time): -10 skill
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Old 03-08-2019, 02:00 PM   #13
edk926
 
Join Date: Jan 2017
Default Re: High Skill Levels

Realistic campaigns probably wouldn't have skills quite that high. I mean 20 is considered Master, and that would be a good realistic cap for skills.
edk926 is offline   Reply With Quote
Old 03-08-2019, 04:46 PM   #14
maximara
On Notice
 
maximara's Avatar
 
Join Date: Aug 2004
Location: Sumter, SC
Default Re: High Skill Levels

Quote:
Originally Posted by Maz View Post
With such high stats and so much talent and enough dedication to pour so many points into a skill, this person wouldn't (or at least shouldn't) do the same basic production as a more average tailor. They would be the person kings and popes would hire.
And so it makes sense to give them a higher wealth.
If they insist on doing normal labour then i would use the job-rules where you get paid based on how well you make your job-roll. Then higher skill=more production=more pay.
It many not be high skill level but the use of a technique which they tap into for this particular job.

More over the jeweler in The Three Musketeers example may be like Scotty in "Relics" and pad out his time estimates. Or you may be dealing with Jeweler! which unlike the normal skill IIUC suffers no penalties.

Last edited by maximara; 03-08-2019 at 04:49 PM.
maximara is offline   Reply With Quote
Old 03-08-2019, 05:26 PM   #15
David Johnston2
 
Join Date: Dec 2007
Default Re: High Skill Levels

Quote:
Originally Posted by maximara View Post
It many not be high skill level but the use of a technique which they tap into for this particular job.

More over the jeweler in The Three Musketeers example may be like Scotty in "Relics" and pad out his time estimates. Or you may be dealing with Jeweler! which unlike the normal skill IIUC suffers no penalties.
Actually he probably just had other noble patrons in line before the Duke. Such estimates are not just about the time to do the job but the time to get around to starting the job.
David Johnston2 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 07:00 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.