01-18-2019, 04:28 PM | #1 |
Banned
Join Date: May 2017
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Make contact skill great again.
From an organization perspective and as far as I know, the contact skills are limited to the level 21 according to basic. Are there any rules to surpass the limit, aside of increasing its cost? Does the advantage appear in any other book? What would you think should be the top level and why?
Last edited by Alonsua; 01-19-2019 at 02:18 PM. |
01-18-2019, 04:53 PM | #2 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Make contact skill great again.
Not aware of anything that ups the effective skill level as part of the advantage.
However that high a skill can absorb most penalties pretty easily and intrudes on PC capabilities. Someone with that skill should be more an Ally or Patron rather than a generic contact IMO.
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01-18-2019, 05:15 PM | #3 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Make contact skill great again.
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What is the top possible level depends on the setting. If, for example, you are a member of a tribe of 500 people living in an isolated valley, it would be perfectly plausible for you not to know anyone with effective skill higher than 15 in anything. In a galactic empire, you might have access to effective skills far higher than 21.
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01-19-2019, 02:28 AM | #4 | |
Banned
Join Date: May 2017
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Re: Make contact skill great again.
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For this reason and given that, although they are not numerous, the characters at the top of their profession have a personal skill of about 18, the limit should be increased to at least 24. What do you think? |
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01-19-2019, 07:36 AM | #5 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Make contact skill great again.
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Bill Stoddard I don't think we're in Oz any more. |
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01-19-2019, 08:07 AM | #6 | |
Banned
Join Date: May 2017
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Re: Make contact skill great again.
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01-19-2019, 09:31 AM | #7 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Make contact skill great again.
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The Basic Set provides for up to effective skill 21. While GURPS calls itself "generic" and "universal," that has to be assumed to apply to present-day Earth. Therefore effective skill 21 is the highest that's properly available on present-day Earth. It's reasonable to suppose that the same limit would apply to an ancient empire or medieval kingdom or church; they wouldn't be better than the present day. Remember that a Contact is someone who has a position in a local organization: a large business firm, a military base, a crime family, or the like. There's nothing in the description that implies that it's a cutting edge organization, or that it has access to the most highly skilled people on Earth. You can suppose, if you like, that that effective skill 21 represents actual skill 18 with +3 from organizational support, or actual skill 15 with +6 from organizational support; but it's not reasonably probable that you will have that confluence of extreme skill and huge resources in one organization. I don't know where you get the +4 to inventors. I don't see such a rule in the Basic Set chapter on gadgets. Now, yes, you might have a Contact who is a member not of a typical business firm, military outfit, police force, or the like, but of an extraordinary one. There's a comparable rule in the Basic Set: Unusual Background (Gadgeteer Friend) for 15 points. Paying 15 points is probably fair for having a Contact with skill transcending the normal limits—one who has actual skill 18 or higher AND extraodinary organizational support. Or you could say that an organization with such amazing capabilities, and one that is willing to put them at the PC's disposal in adventures, is not a Contact but a Patron, and a fairly high-end one.
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Bill Stoddard I don't think we're in Oz any more. |
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01-19-2019, 10:27 AM | #8 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Make contact skill great again.
I see no reason a GM could not house rule extending the skill table for contacts upward. Note however, for what it's worth, the Contact text speaks about "effective" skill level which may make some difference to this choice.
I personally don't particularly like the Contact advantage and have tinkered with two alternative approaches. One is saying that Contacts bring something like a hypothetical Expert or Professional Skill matched to their actual situation in the setting. So to use examples from the text: (a) a wino Contact has Professional Skill (Wino) and can assist with appropriate questions that might touch on (for example) Streetwise, Scrounging, or Urban Survival, or (b) a head of state Contact has Expert Skill (Statecraft) and can assist with appropriate questions that might touch on (for example) Politics, Area Knowledge, or Strategy. The other method is to replace the Contact advantage with Ally, adding appropriate Accessibility and Environmental limitations. The emphasis on 'appropriate' in both cases reflects the verisimilitude requirements of the setting. Edited to add: To my mind, any way you look at it, a Contact should be an actual NPC in the campaign, not a stand-alone ability of a PC. Last edited by Donny Brook; 01-19-2019 at 10:34 AM. |
01-19-2019, 10:38 AM | #9 |
Join Date: Jan 2011
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Re: Make contact skill great again.
Honestly, I think the rules are fine as they are, because they are, ultimately, intended for player characters, and PCs should be limited in who and what they have access to. If anything and anyone can be purchased as an Ally, Contact, Gadget, etc., then there isn't anything to strive for, and there is no challenge - and pursuit of a goal is kind of the point of adventures, isn't it?
If the GM wants to create an NPC and give them contacts or abilities beyond what PCs have access to, then the GM can do that, without having to cost it out or justify it by rules; that's one of the advantages of being the GM. But Players should have a set of consistent, cohesive rules to go by (like GURPS), and getting around in-game limitations should require clever, in-game use of available resources, not game-breaking rewrites to just grant higher and higher rolls. |
01-19-2019, 12:47 PM | #10 | |
Banned
Join Date: May 2017
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Re: Make contact skill great again.
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I got it now. That "effective skill" rule is OP and I do not like it either. "Hey you have this very easy and this impossible tasks: roll both of them against 21". Last edited by Alonsua; 01-19-2019 at 12:54 PM. Reason: Revised. |
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