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12-30-2014, 11:01 AM | #1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Skills as perks
In an attempt to bring down the number of skills to a manageable level, I'm thinking of ways to convert skills into perks. Some examples:
Fast-Draw (specialization required) This allows you to Fast-Draw a weapon (or other item, if the GM allows this) at a skill equal to your weapon skill. It otherwise functions like the skill. Gesture On an IQ roll (minimum 10) you can convey one simple idea to another person, or understand one simple idea he is attempting to get across. Speed-Reading This perk doubles your reading rate. Any other examples stand out to you?
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
12-30-2014, 11:46 AM | #2 |
Join Date: Jun 2013
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Re: Skills as perks
So you've got
Perk: Skill Adaptation (use a Fast-Draw at relevant weapon skill's level), Taboo Trait (cannot improve Gesture past IQ+0) and Perk (Speed-Reading is stupid, you read faster). I'm thinking there should be a broader approach to this, like "if any skill defaults to or from another skill at -3 or better, buy a Skill Adaptation perk and you've got them both at full value." Last edited by McAllister; 12-30-2014 at 11:47 AM. Reason: Consistency |
12-30-2014, 12:13 PM | #3 |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Skills as perks
What, exactly, is gained by decreasing the number of skills while increasing the number of perks by exactly the same number? It's a bit cheaper, I suppose, but it takes up just as much space on the character sheet.
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12-30-2014, 12:44 PM | #4 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Skills as perks
I think they make more sense as perks than as skills. That's more or less it.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
12-30-2014, 12:49 PM | #5 |
Join Date: Sep 2007
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Re: Skills as perks
The three in the OP are all things you can learn and practice to get better at doing. You can't improve a Perk, or have different target numbers for different people with the same stats. How do you represent learning and improvement with Perks? (If they're "levelled Perks", that's just renaming a "skill".)
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12-30-2014, 12:54 PM | #6 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Skills as perks
So is English. I see Gesture more as a language with a mandatory level of Broken than as a skill.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
12-30-2014, 01:26 PM | #7 | |
Join Date: Jan 2009
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Re: Skills as perks
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Perks are binary: you either have 'em or you don't. Skills have a controlling attribute, a difficulty level, often a Tech Level and familarities, optionally prerequisites and specialties, and a numerical level. Fast-Draw (Ammo)/TL8 (DX/Easy)-12 [1] and Perk: Fast-Draw [1] each occupy one line on a character sheet, but one of them has to pack far more information into that line. |
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12-30-2014, 12:18 PM | #8 |
Join Date: Jun 2006
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Re: Skills as perks
There are a handful of skills that just don't seem to contain enough material to be full skills, and a few more that seem qualitative, rather than something it makes sense to roll against to see if you succeed (not all those are worth only 1 point though). My usual list is something like:
Body Sense - a skill adaptation of whatever you use the teleport. If it needs to exist at all - you don't roll against anything every time you take a step to see if you keep your balance after all. Computer Operation. You can use a computer. Roll against the skill for whatever you are trying to use it *for* if you need a success roll. Counterfeiting. A skill adaptation of whatever the skill is to make the thing you are counterfeiting ordinarily. Fast Draw. Yeah, skill adaptation of a weapon skill, or DX (i.e. a Shtick) if you don't want to be able to use the weapon well. Fire Eating. A Shtick. Forced Entry (?) I haven't quite figured this one out. There doesn't seem to be enough here to warrant skill rolls, but.... Free Fall. G-Experience for a single gravity band? Hiking. Probably worth more than a point though. Also Running, Swimming and maybe Skating and Skiing. Lip Reading. I suppose you might occasionally need a Per roll, but still. Meditation. Cf. Autotrance, which is more useful. Though I sometimes think a combined mental discipline skill might be the way to go instead. NBC Suit. OTW of Hazardous Materials. Putting you your PPE comes pretty early in teaching that surely. Also Environment Suit. Panhandling. Beats me what this is, but it's insane for it to be a skill you roll against every *hour* of begging. I could believe an optional specialization of Performance. Speed Reading. Sure Typing. A skill adaptation added to your choice of skill you use a keyboard with - typically Administration or Computer something. Ventriloquism. Another Shtick Weather Sense.
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12-30-2014, 01:11 PM | #9 | |||||||||||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Skills as perks
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Yeah. Or a Technique for Sleight of Hand and 'Feats of Strength', maybe. It feels way too specialised, and too close to other skills (compare to the way there's one skill to cover botany, zoology, micology etc.). Quote:
I endorse this approach. Though maybe make it cost more because 0G is nastier than low-G for non-0G-ers. Quote:
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Probably perkable. The current mechanic makes it so that people rarely care to throw more than one point at it anyway. Quote:
Not sure. It needs to occasionally win QCs, right? This one is an actual skill that it makes sense to raise past Attribute+0 for some characters. |
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12-30-2014, 01:16 PM | #10 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Skills as perks
Maybe as a language of its own?
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
Tags |
perks, skills |
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