09-22-2015, 08:02 PM | #1 |
Join Date: Sep 2015
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Skills vs Base Stats
Okay, so my friend and I have spent probably two months learning how to GURPS, and we've spent quite a lot of time designing our own universe, and it seems to us that we are a little confused.
We've just done our first real session with meaningful combat with characters we designed, and it became clear to us that the Orks in the party (who racially get -1 DX and +2 STR) were very incapable in unarmed combat. As the GM, he ended up using people's base stats to determine checks, such as picking a man up. For example, our human smithy had roughly equal success picking up an average farmer as did our 6'8" wargod-worshiping Ork, who's a decent wrestler. We felt this was a little strange, and have been thinking about it, and have come up with two theories: 1. DX is far more useful than we anticipated, and gimping Ork DX is damning, or 2. Characters are meant to have a lot of skills, and whenever you lack that skill, you're supposed to metaphorically eat it with that default. As a diagnostic step for next week, we've upped Ork DX to the normal 10, and reduced STR to 11. Is that a good idea, or should we play it out and see what happens? |
09-22-2015, 09:18 PM | #2 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Skills vs Base Stats
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Characters are meant to have lots and lots of skills. exactly how many is a matter of taste, but we talk about 'skill bloat' as an issue. Quote:
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09-22-2015, 09:37 PM | #3 | |
Join Date: Sep 2007
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Re: Skills vs Base Stats
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HT is more than just hit points. Death checks, shock, stuns, and wounding / crippling thresholds are other important combat effects of the stat. You can do a lot with ST, and something like 13 is useful for warriors, but awesome damage doesn't help if you can't land a blow, nor if you get taken out before you can swing because you can't Parry, Block, or Dodge. But ST isn't the uber-stat for melee combat that it is in D&D. There aren't really any dump stats in GURPS; you'll notice the a lack somewhere. |
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09-22-2015, 10:25 PM | #4 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Skills vs Base Stats
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Btw, welcome to GURPS and the forums. I think you will find the forums most helpful. If you're new to GMing GURPS, I would recommend How To Be A GURPS GM.
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Last edited by Captain Joy; 09-22-2015 at 10:26 PM. Reason: added link |
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09-22-2015, 11:20 PM | #5 | ||
Join Date: Jul 2012
Location: A crappy state called Illinois
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Re: Skills vs Base Stats
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Also yep. If defaults weren't harsh there would be no point in having skills. If you want a character to be good at hitting things with a sword he needs to have a skill high enough to do so reliably (at lest a 14).
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GURB: Ultra-Tech Reloaded Normies: Man! The government is filled with liars and thieves! Me: Well yeah, here's what they're lying about, what they're stealing from you, and who's doing it. Normies: Rolls eyes Shut up conspiracy theorist Me: >.> |
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09-23-2015, 12:13 AM | #6 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: Skills vs Base Stats
A decent wrestler as in someone with lots of points in the Wrestling skill? He should probably be rolling against Wrestling rather than DX to grab people and move them about.
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09-23-2015, 02:51 PM | #7 | ||
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Skills vs Base Stats
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I concur with this. Part of the issue sounds like the GM might not quite understand how GURPS handles skill checks.
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09-23-2015, 11:04 PM | #8 | ||||
Join Date: Sep 2015
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Re: Skills vs Base Stats
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I'm not the GM of the game, my friend is, but I will definitely forward this to him; he'll be glad to read it. Quote:
We've essentially taken GURPS Lite and added the fewest possible rules we feel are necessary to making the gameplay work. We've been afraid that adding too many rules to the system would make our players reluctant to play because they don't want to put in the effort to learn. It is suddenly clear that skills (and the associated defaults) are a part of that core set, which poses a problem because virtually none of the current game's PCs have more than four skills. I'm the exception at six. |
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09-24-2015, 12:55 AM | #9 | |||
Join Date: Oct 2008
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Re: Skills vs Base Stats
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That basically means the stat differences will be minimal. (+/- 1 mostly) But normally a better feel for normal people while still allowing for more diversity is achieved by allowing slightly more total points in disadvantages, specially allowing lowering of stats. As in say you could have 0-25 points as character value, allow 25-50 points in disadvantages, but break out the lowered stats stats from that disadvantage limit, allowing say 20-30 extra points in lowered stats(I recommend a minimum of 8 or 9 as stat) that could only be used to raise stats further. That would allow someone who wanted to say be intelligent easier to get IQ 12 and still have points over for skills, but he could then be slightly clumsy only DX 9 to compensate as paying half the total cost of the raised IQ. In general a fairly good normal person feel can be gotten with stats in the 9-12 range with most of them in the 9-11 range, not having too many points in any single skill and making sure there are some suitable disadvantages that come into play. Quote:
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I have never seen a GURPS player character in any of the games I have played or GMind in with less than about 20 skills. General starting range seems to be 20-50 different skills with only people like technicians at the upper end. |
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09-24-2015, 04:08 AM | #10 | |
Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
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Re: Skills vs Base Stats
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The concept of twice the characters age is a hold over from GURPS 3rd Edition, where the rule was a character could not, at character creation, have more points in skills than twice their age. As I recall, it was removed from 4th Edition, because it tended to have some really odd results that weren't always fun to play.
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