01-22-2014, 04:07 PM | #81 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Maximum Skill Levels?
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To be honest, this supports my leanings as a gamer anyway. GURPS is generic and therefore needs rules for such things, so as its developer I make sure that there are suitable supplements, but my personal view is that these things are better left out in the realms of hand-waving NPC stuff.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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01-22-2014, 07:25 PM | #82 | |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: [DF] Maximum Skill Levels?
Quote:
I do cap other things, though, so I'm not totally loose on this. I cap HP, for example. You and Kromm see an increase in ST - I see an increase in HP. Many PCs have extra HP, and more than one has increased ST to increase the cap on HP. They already have enough damage to one-shot many things, and skill enough to hit anything. Their main concern is surviving heavy hits, not being bigger cannons. I keep the HP limits because while increasing skill has its own practical limits of real utility (winning a Feint by 15 isn't much less effective than winning a Feint by 20, practically) but HPs have a linear increase in utility (better slams, better survivability, better crippling levels), and that's worth capping to me. Skills . . . not at all. Not at 4/level for a mere +1 to rolls.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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Tags |
challenge, dungeon fantasy, kromm explanation, skill levels |
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