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#11 |
Join Date: May 2009
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A useful guideline for new GMs; if you think a skill could be used for a task let it be used for the task. It's unlikely that a new player is trying to game the system by having everything run of the same skill.
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Maxwell Kensington "Snotkins" Von Smacksalot III |
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#12 |
Join Date: Nov 2008
Location: Yukon, OK
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Good advice and defaults help here. Most things can at least be attempted even if you dont have the best skill.
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Looking for group in my area My GURPS official contributions Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#13 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Also, I like to keep 5 points in reserve for use on those one or two skills that really ought to be part of the character but I missed. If it comes up during play, I can just say "Oh! I ought to have had that, concept wise. I have points, can we say he has this skill?"
The basics of skills: Kromm's every adventurer skill list Combat Skills Social Skills Vehicle Skills Will give you most of what you need. Then find a few skills for your profession and that rounds you out to start with
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#14 | |
Join Date: Dec 2004
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#15 |
Join Date: Sep 2004
Location: Medford, MA
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When it comes to skills...how many a character has is partly GM style.
There are GMs here who prefer PCs to have a small number of skills--say only the most important 5-9...everything else goes off of default. I am a GM who prefers lots of skills (15-25). But how do you make the process easier? The Skill Categories pdf is really a life-saver. You could also go with only three skills if you wanted. One skill that is a cinematic bang skill based on concept: ToughGuy! Femme Fatale! Honest Cop! and supplement with two other normal skills the person things is really important. |
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#16 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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MiB 7704 Running: DF RPG/Steampunk Playing: DF RPG Wytchworld (homebrew fighting the armies of the Ice Queen) |
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#17 |
Join Date: Jun 2005
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I recommend putting together your own list of which skills fit your scenario. If there are no cinematic martial arts you leave out the esoteric skills; if it's a low-tech environment you leave out the skills based on advanced technology, and so on. You can also leave out the academic skills if it's going to be a purely adventure-focused scenario.
The other thing I recommend is not giving your players a list of skills and asking them to pick. For a one-shot, do pregenerated characters. But even for a continuing campaign, ask them what they envision their characters as being good at, and figure out what skills apply. There's some helpful advice in How to Be a GURPS GM, I believe.
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Bill Stoddard A human being should know how to live fast, die young, and leave a beautiful corpse. Specialization is for insects. |
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#18 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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I have also compiled a list of cinematic/exotic/magic skills. Should one want to drop such skills from a more mundane campaign, they're all listed there so you don't have to comb through the skill list looking for offenders.
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