11-08-2018, 07:19 PM | #51 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Skills and Techniques are too expensive
To me most of this is as was said back on page 1 like a solution looking for a problem.
Attribute: Buy up for concept or generalists. Skill: Buy up to specialize in up to 4 skills off the same attribute. Technique: Buy up for signature moves or flavor for up to 3 techniques. Attribute purchases also help speed up character design and less worry about skills you forgot to add. If your good at several attribute related skills it makes sense to me that you either put a lot of time into mastering them or have a natural ability (hence high attribute or Talent). Meanwhile specializing is viable. Skills defaulting to other skills can expand the trained expert concept, as do Talents.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. 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 |
11-08-2018, 07:48 PM | #52 | |||||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: Skills and Techniques are too expensive
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Completely consistent with mine however. Quote:
As such, I'd prefer not to price skills on perceived utility. (Swimming is actually one of those skills that you almost never need, but when you do, it's critical.) |
|||||||
11-08-2018, 08:08 PM | #53 | |
Join Date: Aug 2004
|
Re: Skills and Techniques are too expensive
Quote:
It yields some really interesting results, though we're talking very alternate GURPS here!
__________________
T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com Twitter: @Gamesdiner | RSS: here ⬅︎ Updated RSS link | This forum: Site updates thread (occasionally updated) (Latest goods on site: GLAIVE Mini levels up to v2.4. Update to melee weapon design tool, with more example weapons and commentary.) |
|
11-08-2018, 08:08 PM | #54 |
Join Date: Mar 2008
|
Re: Skills and Techniques are too expensive
|
11-08-2018, 09:09 PM | #55 |
Join Date: Feb 2011
|
Re: Skills and Techniques are too expensive
In response to the OP, one reason to invest in skills at high levels is that skills float.
Want to be good at biology? Gonna need to make a DX-based Biology check to get that sample. Or throw in a Per-based Biology to spot anomalous data. Maybe even a ST-based Biology to shove a large hunk of lab equipment in place to block a door, since a more experience scientist would be more likely to know which piece of equipment is prone to tipping over... |
11-08-2018, 11:44 PM | #56 | |
Join Date: Aug 2009
Location: OK
|
Re: Skills and Techniques are too expensive
Quote:
Whether it's desirable to create those disincentives is a different discussion. Before anyone can have that discussion, though, the way prices relate to player decisions needs to be established. I'm trying to explain to you why the original poster thinks that skills might be overpriced.
__________________
"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
|
11-08-2018, 11:48 PM | #57 | |
Join Date: Aug 2009
Location: OK
|
Re: Skills and Techniques are too expensive
That's true. It also applies to the advantages and disadvantages as well. It's always true of all traits.
Quote:
This isn't evidence that all advantages should have the same cost, or that they can't be over- or underpriced. Nor is it evidence of the same thing in regard to skills. Four points per level for Surfing skill is almost always overpriced. The same isn't true of Guns skill. We can understand that without having any particular genre in mind. It's the same thing we do when we think about Dark Vision and Unkillable 3.
__________________
"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
|
11-09-2018, 12:02 AM | #58 | |
Join Date: Aug 2009
Location: OK
|
Re: Skills and Techniques are too expensive
Quote:
This is what happens when you ask someone to pay four points per level for Surfing skill for their Vietnam soldier. Sure, someone might be willing to pay that price, but they feel ripped off. I think the goal should be to price the traits on their utility. That way players don't feel ripped off when they make the characters they want to play. Players are stubborn. They're playing GURPS because they want to be able to make and play any character they can dream up. They shouldn't be punished for doing so. The only thing worse than discouraging players from taking certain traits is ripping them off when they do it anyway. For instance, I've seen players take Regrowth even though they know they're being ripped off. They're unhappy about it. But it's their character concept. I've done this myself many times. My character has this background skill that's not very useful at a high level, but I waste half my points on it anyway, because that's my character concept. My character might be much, much less effective in game play than they would have otherwise been, but I still do it anyway. It feels bad. The rules shouldn't punish the players for making the characters they want to play. And that's what happens if you charge too much or too little for traits relative to other traits. I think it's important not to miss the unseen effects of overcharging for traits. If you play enough, it becomes obvious what happens when you undercharge for something. It gets taken a disproportionate amount of the time. Those traits are like black holes; players bend their character concepts around them so they can justify taking the underpriced trait. But with the overpriced ones, they just disappear into the background. They show up disproportionately less often than they otherwise would. As a player building characters, I've noticed that these traits have sort of vanished into the mist. I just never think about them. Why would I? I know I'm not going to buy them. If someone plays mostly in science-fiction games, for instance, then they just won't think about buying DR. It's horrendously overpriced. Hundreds of points of DR do nothing. So no one makes a combat robot character. The GM probably never thinks about it. It's just something that's never come up. That happens all the time--in every game, I think--and it remains unseen. I don't like that.
__________________
"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
|
11-09-2018, 12:31 AM | #59 | |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: Skills and Techniques are too expensive
Quote:
(b) It seemed to me that you were not stopping at stating that descriptive point, but were going on to an evaluative conclusion: that if some people would feel that changing costs made them worse off, then it was unfair or undesirable to change costs in that way. But since every change in relative costs makes some things more and others less favorable, every change in relative costs will make some people feel worse off when things they like or want become harder to afford, and therefore that criterion of unfairness blocks any change. I think that is too conservative a policy. And in any case it would make this entire discussion pointless. (c) The alternative is to suppose that some changes are improvements even though they are disliked by some people who feel worse off because of them. (d) I don't think I said anything to suggest that I didn't understand why the original poster thought skills were overpriced. What I said was that the original poster was wrong: that there was in fact a case to be made that skills should cost more (my minor point, though it's been the focus of our discussion, I think), and that in any case the argument for making them cost less fails to take certain things into account. Okay so far? Then here's the core of my argument: In the current GURPS approach, it's efficient to buy up DX or IQ; to buy one average Talent or a couple of lesser ones for each core stat; to push no more than four skills per stat, and no more than two skills per average Talent, up to 4 points/level; and to take no more than one Hard technique for such a highly developed skill. That gives you a character with a fair measure of focus—say, the physicist who has above average IQ, Mathematical Ability, high levels of Mathematics (Applied) and Physics (powered off of those) and of Computer Programming and Hobby (Chess) (powered off of IQ), and maybe a couple of Hard techniques. If you go to a character who can afford two average Talents, and three skills per Talent at high levels, and two Hard techniques per skill—then you've got a character who doesn't have as much focus. There gets to be too much detail for the audience's mind to retain it all.
__________________
Bill Stoddard I don't think we're in Oz any more. |
|
11-09-2018, 01:07 AM | #60 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Skills and Techniques are too expensive
Quote:
Also I try to make sure they do come up once in awhile as a spotlight.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. 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 |
|
|
|