12-13-2017, 04:20 PM | #41 |
Join Date: Feb 2016
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Re: Gm limiting necromancy
Zombies should be incompetent soldiers because they are so cheap. A necromancer with Zombie-15 and Recover Energy-15 can create one Zombie every hour without difficulty. A necromancer can easily create a squad of zombies within a day and a company of zombies within two weeks.
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12-13-2017, 04:20 PM | #42 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Gm limiting necromancy
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Even with a +10 they still only have skill-12, so they still miss 25.9% of things that most people don't even need to roll for (like that they are in a fight, and a general understanding of assault and defense, and that the enemy is either occupying a position or advancing on theirs and so on). Last edited by sir_pudding; 12-13-2017 at 04:27 PM. |
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12-13-2017, 04:32 PM | #43 | |
Join Date: Mar 2014
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Re: Gm limiting necromancy
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Being able to use skills does not at all stop being important just because your default is very low. Many of the things we usually don't even bother to roll for depends on being able to use skills. |
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12-13-2017, 05:07 PM | #44 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Gm limiting necromancy
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They do have no default for anything that's an unpenalized (or worse) Tactics roll. |
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12-13-2017, 05:51 PM | #45 | |
Join Date: Jul 2012
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Re: Gm limiting necromancy
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However, I'm probably interpreting skills more broadly than you are. For instance, if you teach a zombie "this is here and this is here" would fit under a skill (Area Knowledge), and procedures such as "if this happens, do this" would be part of a skill (such as Soldier or Crewman). I'd point to the "Who Gets A Default" (Basic Set, p. 173) for why I believe regular zombies don't get a default with mental skills. Defaults assume the person making the attempt has some familiarity with (to use the example in the book) what Scuba gear is and how to use it. If someone loses all their mental skills (due to the No Mental Skills trait), either losing their knowledge or losing the capacity to use it, I would see them as being a blank slate as far as defaults in those skills are concerned. Do zombies make those judgements? I'm genuinely curious, because I was under the impression they didn't. |
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12-13-2017, 06:26 PM | #46 | |||
Join Date: Mar 2014
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Re: Gm limiting necromancy
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"You cannot spend earned character points to add or improve DX, IQ, skills, or mental advantages, nor can you acquire new techniques (see Techniques, p. 229) or familiarities (see Familiarity, p. 169) to accompany existing skills." Even if you are interpreting skills more broadly than I am, that doesn't really matter in this case. Learning something as simple as "this is here and this is here", does not add character points (otherwise character points would be increasing very frequently indeed...). Quote:
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Last edited by Andreas; 12-13-2017 at 06:40 PM. |
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12-13-2017, 08:51 PM | #47 | |
Join Date: Aug 2007
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Re: Gm limiting necromancy
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__________________
Fred Brackin |
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12-13-2017, 09:24 PM | #48 | |
Join Date: Mar 2014
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Re: Gm limiting necromancy
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"You might be intelligent enough to obey the command, “Program the computer to detect quarks,” but if you were starving and found $10, you would have to roll vs. IQ-8 to decide to pick up the money and go buy food without being told to do so." |
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12-13-2017, 10:51 PM | #49 | |
Join Date: Jul 2012
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Re: Gm limiting necromancy
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What I was able to find was in GURPS Zombies, p. 68, under No Mental Skills, the wording says "an inability to use any skill based on IQ, Will or Per" - which would imply the use is prohibited rather than just removing the skill points. |
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12-13-2017, 11:05 PM | #50 |
Join Date: Nov 2004
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Re: Gm limiting necromancy
Now I'm wondering if some sort of variant Lend Skill could be used to instil Soldier, Tactics, etc. into otherwise nonvolitional undead.
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