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#21 |
Join Date: Sep 2007
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Also, you can just save a few CP at creation to fill in the overlooked skills when they come up. After the first few sessions when the concept and character sheet are firmed up, just spend them with the earned xp.
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#22 |
Join Date: Sep 2004
Location: Medford, MA
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Yep. I find as long as the players and the GM have really strong senses of the character's concept, these things all work out.
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#23 | |
Join Date: Dec 2004
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Deception IQ/H Replaces Acting, Fast Talk & Performance Fencing DX/H Replaces Main Gauche, Rapier, Saber & Small Sword Find Per/H Replaces Observation & Search Fine Manipulation IQ/H Replaces Lockpicking & Traps Flail DX/VH Replaces Flail & Two Handed Flail Healer IQ/VH Replaces Diagnosis, Pharmacy & either Physician or Esoteric Medicine Impact Weapons DX/H Replaces Axe/Mace & Two Handed Axe/Mace Insight IQ/VH Replaces Body Language, Detect Lies & Psychology. Use Per based rolls for Detect Lies & Body Language Ledgermain DX/VH Replaces Filch, Pickpocket & Sleight of Hand Outdoorsman IQ/VH Replaces Naturalist, Navigation (Land),Survival (Any) & Tracking Pole Weapons DX/H Replaces Polearm, Spear & Staff Priest IQ/VH Replaces Religious Ritual & Theology Must specialize by religion Sword DX/H Replaces Broad Sword, Short Sword & Two Handed Sword Warlord IQ/VH Replaces Leadership, Tactics & Strategy |
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#24 |
Join Date: Sep 2004
Location: Montréal, Québec
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For the issue of characters possessing incomplete umbrellas, I suggest making specialization free, as Ars Magica did:
For each skill¥, pick one aspect that you're especially good at (+1). You can also save o e point on final cost by picking an aspect you're especially bad at (-2). This could be tweaked, but I recall that having a specialization on every skill greatly improved initial flavor, but also helped players memorize the tasks within each skill. |
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#25 | |
Join Date: Jun 2006
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Another approach, why not just use the skill categories (http://www.warehouse23.com/products/...ill-categories)? There are are already the right number of them, and somebody else already did the sorting work. Yes there is some duplication, but so what? Skills always have the problem of stuff that could be done with more than one of them.
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-- MA Lloyd Last edited by malloyd; 08-12-2015 at 02:45 AM. |
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#26 |
Join Date: May 2010
Location: Japan
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Crakkerjakk pruned the skill list back to about 100 or so a while back: http://forums.sjgames.com/showthread.php?t=70859
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#27 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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Cool idea, I would really like that in GURPS! :-) |
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#28 |
Join Date: Aug 2009
Location: OK
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I've done some work on this topic myself. Depending on the genre, you might be able to get down to fifty skills, but I think you would need to do what other games do and cheat by combining what are individual skills in GURPS into skills where you must choose to specialize. We already have that with the Games skill. You could have a Craft skill, a Science skill, etc. Further, you could compress all the melee weapon skills into a single skill.
If handling the different crafting skills in that way counts as reducing the list, then this is definitely possible. I don't think there's any way to shrink the list much more than I have while keeping a separate butchering and sewing skill, and all that entails.
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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#29 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Speaking of specialities, in 4e they seem to be something that is rarely worth the bother with the RAW skill narrowness. The +1 is a minor bonus to a very narrow field in exchange for -1 to everything else, and you need to go over possible specialisation for each and every of your eligible skills. That's annoying more than useful. (Also, in a way, such grouping is why Skill Categories are a thing.) Quote:
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#30 | |||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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I understand. I'm not saying that the few-skill way is the one true way. |
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Tags |
alternate gurps, house rule, skills |
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