08-24-2007, 08:51 AM | #81 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Player Paranoia and Character Surprise: How to GM
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I've done this. It creates obvious breakpoints, which is bad. But it also means that defaulting from a very high Stat becomes much more sensible. The way I did this was that the first point gets you from DEFAULT to DEFAULT+4, and then increases from there. Default: 0pts Default+4: 1pt Default+5: 2pts Default+6: 4pts Default+7: 8pts For average skills at IQ/DX of 10, this has zero impact. For low IQ/DX, the points in skills have even more impact than ususal. For high IQ/DX, it's lower. Frex: At IQ8, 8pts in an average skill by RAW gets you Skill-10. Using STAT/2, you get Skill-11. For IQ18, RAW gets you Skill-20. STAT/2 default is 9, 8pts gets you Skill-17.
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04-25-2008, 10:33 AM | #82 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Player Paranoia and Character Surprise: How to GM
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04-25-2008, 01:28 PM | #83 | |
Join Date: Jan 2008
Location: Adelaide
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Re: Player Paranoia and Character Surprise: How to GM
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You can purchase a hobby skill for 1 point which gives you a rating of Easy: 10, Average: 9, Hard: 8, Very Hard: 7. You can purchase a trained skill for 4 points which gives you a rating of Easy: 12, Average: 11, Hard: 10, Very Hard: 9. For any trained skill you can purchase an additional +1 level for 4 points. At the GMs discretion any attribute penalty or bonus may be applied to a skill based on that attribute if they judge that's the intention of the penalty/bonus. For example the Numb disadvantage applies a penalty to dexterity, so the GM may choose that this penalty should apply to a particular DX skill based on the situation. (Note: This is identical to the skill chart in GURPS basic if you assume an attribute of ten, I just write it this way to make it a little easier). |
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04-25-2008, 02:11 PM | #84 | |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Player Paranoia and Character Surprise: How to GM
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04-25-2008, 02:58 PM | #85 | ||
Join Date: Sep 2007
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Re: Player Paranoia and Character Surprise: How to GM
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Or turn the whole system on its head and derive stats from skills. "Let's see, you've paid a lot for your character to have really high Acrobatics, Jumping, Stealth, and combat skills. He must be quite dextrous in general. Roll 14- to grab the root and avoid falling over the cliff." Last edited by Anaraxes; 04-25-2008 at 03:04 PM. |
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04-27-2008, 05:10 PM | #86 | |
Join Date: Jul 2007
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Re: Player Paranoia and Character Surprise: How to GM
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08-24-2008, 02:02 AM | #87 | |
Join Date: Jul 2005
Location: Jeffersonville, Ind.
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Re: Player Paranoia and Character Surprise: How to GM
After getting onto this thread after reading the uFAQ to figure out a problem for my own game and going back to one of the first posts...
I'll admit one of the first games I ever GMed involved the party who were taken as POWs and escaping. Then again I think I told them that from the start, but it was still a fun game.
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08-24-2008, 08:47 AM | #88 | |
Join Date: Sep 2004
Location: Torino, Italy
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When the GM runs things in a "realistic", tactics-oriented, ruthless style, players will expect the world around them to be hard and unforgiving (e.g.: capture by enemies means death) and will try to be always prepared for the action. When the game has a slightly more "cinematic" narrative, players will embrace more favorably unfair situations because they know they won't lose too much, it's all "part of the story" (e.g.: the stupid enemy allows the PCs to escape capture; if the PCs lose their expensive spaceship/warhorses, in the next session they will find a replacement). I am not saying that cinematic is better - a tactics-oriented game might be more consistant and believable, each style of playing of campaign has ads and disads (and we try to play different campaigns in different style). Of course is the "story" consists exclusively of the PC's struggle to become more and more powerful, the players will perceive any "bad" situation as a failure. |
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10-18-2011, 07:08 AM | #89 | |||||||
Join Date: Sep 2009
Location: Silicon Valley
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Re: Player Paranoia and Character Surprise: How to GM
I know I'm taking on one of the official Gods of GURPS here, but I don't buy into this advice at all, and I'm going to explain why in detail.
First, any large "standard package" of skills that everyone has is going to bog down things without adding much to the enjoyment of the game. Almost everyone is pretty good at doing a few things; everyone knows someone who is very good at one or two things; very few people really know anyone who is very good at a lot of things. I think GURPS should reflect this. Even superheroes should be just average or even below average in a lot of things. By following Dr. Kromm's advice, C3P0 and R2D2 would have both been warbots who could have fought their way out to inform the Rebel Alliance of the weakness in the Death Star, if they didn't take it out by themselves first. Real adventure isn't shooting a Grizzly from a mile away with a Barrett .50 BMG rifle on a moonless night using a Starlight scope so there won't be any possibility Yogi will spot you. Quote:
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10-18-2011, 08:55 AM | #90 | ||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Player Paranoia and Character Surprise: How to GM
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