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#61 |
Join Date: Sep 2004
Location: Canada
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If I am building an Outdoorsman who has most or all of the Talent skills, I don't feel like making him a sooooper genius, and I do want him to be very skilled at those skills (like, I was targeting Stat+3 or +4 kind of area) you darn right I'm going to go straight for 4 levels.
Number of levels of talent bought has a lot more to do with desired final skill levels than "brokenness" - a forest elf Scout in DF is going to go straight for 4 levels of the elf talent because he would have got Bow skill astronomical anyways. A forest elf wizard is not going to bother; he's got no real intentions on being a survivalist or archer (why is he playing a forest elf instead of a high elf? he doesn't like music).
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#63 |
Join Date: Aug 2004
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Those look like interesting skill categrories; but they strike me as too broad to use as skills.
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#64 |
Join Date: Aug 2014
Location: Snoopy's basement
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Rolling against your sweeping and innate intelligence attribute and rolling against your trained knowledge of poisons seem very different to me. One is for a game that lacks the kind of detail I need to make a good setting.
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#65 | |
Join Date: Aug 2014
Location: Snoopy's basement
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#66 |
Join Date: Sep 2004
Location: Canada
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What makes you think skills somehow conflate to character classes?
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#67 | |
Join Date: Dec 2004
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It's not a question of "better" - the long skill list allows for great precision and means two characters similar in concept ("Big Guy", "Knight", etc) are very distinct in execution. The problem as already mentioned is that the long list can be intimidating, can take a lot of time to create characters and makes it easy to miss some minor but logical niche function (Hazardous Materials, etc.) One approach to handle this is to create Wildcard skills which by nature cover everything in the character concept. The downside is that this can be too simple and make it seem like all the characters are distinguished by one skill. In addition, Wildcard skills often feel more like professions rather than broad skills, especially for the more esoteric ones. So this thread is exploring a way to make the skill list simpler while keeping the system skill focused and not distilling it to a single digit skill list. |
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#68 | |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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For me it's the skill granularity of wildcards with the price of "normal" skills that feels most reasonable.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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#69 |
Join Date: Aug 2014
Location: Snoopy's basement
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#70 |
Join Date: Nov 2015
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Did any progress get !ade on this re OP. I have the same desire.
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Tags |
alternate gurps, house rule, skills |
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