01-09-2009, 12:16 PM | #31 | ||
Join Date: Nov 2004
Location: Switzerland
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Re: GURPS Ultra-Lite -- thoughts
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Weak IQ (-1 Level / -40CPs) Wealthy (+1 Level / 30 CPs) 4 Wildcard skill @ +4 (4 Levels / ~180 CPs) Bob (Level 4 / 195 CPs) Agile DX (1 Level / 40 CPs) Weak HT (-1 Level / -20 CPs) Charismatic (1 Level / 40 CPs) Wildcard skill @ +12 (3 Levels / 135 CPs) One of us is completely wrong (or I'm completely misunderstanding you)???
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01-09-2009, 12:19 PM | #32 | |
Join Date: Nov 2004
Location: Switzerland
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Re: GURPS Ultra-Lite -- thoughts
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I'm not a Munchkin, I'm the Munchkin's Advocate Last edited by Der Wanderer; 01-09-2009 at 12:26 PM. |
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01-09-2009, 12:27 PM | #33 |
Join Date: May 2008
Location: CA
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Re: GURPS Ultra-Lite -- thoughts
You're forgetting the default -6 to all tasks that require training.
Also: How do you figure +4 in a Wildcard skill costs 42-48 points? Shouldn't it cost 16 points (4 levels in the skill at 4 points/level)? Or am I missing a rule somewhere (I don't use wildcard skills, so that's entirely possible)? |
01-09-2009, 12:47 PM | #34 | |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: GURPS Ultra-Lite -- thoughts
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"...Apply -6 to base rolls for tasks that require training" "...Each skill has four levels; each level gives +4 for its tasks." So the Skill progression chart would look like this: Level 0: Stat-6 [0] Level 1: Stat-2 (-6+4) [6 CP] Level 2: Stat+2 [48] Level 3: Stat+6 [96] Level 4: Stat+10 [144] The per level cost works out to: 0, 6, 42, 48, 48. This is why I have suggested (above) that the first level of a skill remove the -6 (or -5 if you use my other suggestions). Then, each level after that is a +4: Level 0: Stat-6 [0] Level 1: Stat+0 [24] Level 2: Stat+4 [72] Level 3: Stat+8 [120] Level 4: Stat+12 [168] And the per level cost are: 0, 24, 48, 48, 48. So with the system as written, the player spends a potential 160 character points on a skill to get 144 CP value. My system allows the player to spend the 160 and get 168. If you wanted to keep the skill costs as close to 40 per level as possible you would have a progression like this: 0: -6 1: +2 [48] 2: +5 [84] 3: +8 [120] 4: +12 [168] But this might confuse new players who would find the numbers a bit arbitrary. Edit: oops, math error corrected.
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01-09-2009, 01:15 PM | #35 | |
Join Date: Nov 2004
Location: Switzerland
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Re: GURPS Ultra-Lite -- thoughts
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So I would use flat out: Wildcard skill +4/level [48 CPs/level] The -6 does not come into play because its IMHO a task difficulty modifier. Anyway it probably does not compare well to a character built on CPs but I think this simplification is balanced if one compares GURPS UL characters.
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01-09-2009, 01:38 PM | #36 | |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: GURPS Ultra-Lite -- thoughts
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It also seems silly to have the player roll: STAT - 6 + 8 (skill 2) - [task difficulty]
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01-09-2009, 01:52 PM | #37 | |
Join Date: Aug 2004
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Re: GURPS Ultra-Lite -- thoughts
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(Interestingly, if you simply double the bonus of the first level of skill in GUL, then, if GUL Skills are viewed as equivalent to GURPS wildcard skills, the equivalent GURPS cost works out to a flat 48 per GUL level.) |
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01-09-2009, 02:22 PM | #38 | |
Join Date: Aug 2004
Location: Y'know, around.
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Re: GURPS Ultra-Lite -- thoughts
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01-09-2009, 07:22 PM | #39 | |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: GURPS Ultra-Lite -- thoughts
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I created a quick character sheet for GUL, just to see what one might look like. I am not very good with layout, so it is vary basic. I am using a "dots" system for it, so let me know what y'all think about that. You can see it here: http://docs.google.com/Doc?id=dgpfkmkg_154hndfmfdh
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01-09-2009, 07:44 PM | #40 | |
Join Date: Jan 2005
Location: Isanti, MN
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Re: GURPS Ultra-Lite -- thoughts
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