11-19-2014, 03:36 PM | #41 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [Basic] Skill of the week: Climbing
I spent a decade in theoretical physics hearing that . . . "Oh, theory. Well that isn't the same science as actually doing experiments." No, it's exactly the same science – you can't separate the two. That's my point here; the tools of theory and experiment certainly differ, but they're all part of what GURPS would call the same science skill. At most, they differ by a familiarity penalty.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-19-2014, 04:03 PM | #42 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Basic] Skill of the week: Climbing
I'm slightly disappointed we went on a tangent of tools-and-sciences in a thread about Climbing while we still have such a curious bunch of questions to sort out:
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11-19-2014, 04:07 PM | #43 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [Basic] Skill of the week: Climbing
For starters Acting, and not being /TL animal IQ 1-5 can use it too.
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11-19-2014, 04:27 PM | #44 | |
Join Date: Jul 2008
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Re: [Basic] Skill of the week: Climbing
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Although I would say (and I am sitting in a laboratory right now, where I spend a sizable fraction of my waking hours) that the lab work skill set involves a lot of stuff not particularly based in theory, and theory is only needed to a very shallow level for much of it, though of course that changes when you go to trying to really interpret what you've got. It could easily and reasonably be split into different skills, if one wanted to. (Both those skills would be /TL, though for what I'd call different reasons.) Dunno if this is specific to my niche in biology, though I doubt it. I know a chem PhD student whose actual duties are largely about maintaining and repairing ultra-high-vacuum equipment.
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11-20-2014, 02:19 PM | #45 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [Basic] Skill of the week: Climbing
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I had a cat that affected a limp after intentionally ramming my leg. My human level IQ noticed that she always limped with the same leg even if she rammed with her other side. She was odd to say the least but not super intelligent all things considered.
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11-20-2014, 02:23 PM | #46 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [Basic] Skill of the week: Climbing
If only to reduce otherwise inevitable deaths, I think climbing failures should be verified before falls. Unless PCs ignore inherent dangers of lacking safety gear and taking their time.
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11-20-2014, 03:17 PM | #47 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [Basic] Skill of the week: Climbing
This post from Kromm is also relevent to this thread 8)
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11-20-2014, 03:34 PM | #48 | |||
Join Date: Jul 2008
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Re: [Basic] Skill of the week: Climbing
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If using RAW, of course, it's straightforward enough. Active tactical combat climbs will have the one roll for the start of the climb and that will usually be all. Quote:
This seems to diverge somewhat from RAW given that combat climbing is supposed to absolutely require emotional justification. I can't help it, I am unable to buy that sort of constraint. Quote:
However, I don't like Enhanced Move (Climbing) either. The dynamics of Enhanced Move (acceleration over multiple turns) don't fit climbing at all well. The mechanic of multiplying the existing rates is sort of nice, given so many different rates, but... There should be a way to buy faster climbing. Actually, there is one, but the Super Climb mechanic makes way less sense than Enhanced Move (Climbing) would.
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11-20-2014, 05:06 PM | #49 | |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: [Basic] Skill of the week: Climbing
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failure < bonus = climb halfway, then get stuck unable to proceed. You can look for another path (takes 1 minute) and try again at a cumulative -1.If the climb is difficult enough for a penalty (or no bonus), then it works just as it does now, with any failure resulting in a fall. With an unskilled climber (DX-5 default, so skill of 5) climbing an average tree (+5), you're therefore rolling against a 10. So on a roll of 10 or less, you make it to the top, on a roll of 11 to 14, you make it halfway up, and on a 15 or more you fall. While I certainly don't have any real-life tree climbing accident statistics, it just sounds like these effects are much more "realistic." (And let's not forget +5 is an average tree.. easy to climb trees are probably +7 or so, while more difficult trees might only be +2 or +3). |
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11-20-2014, 06:55 PM | #50 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [Basic] Skill of the week: Climbing
I always found plain ropes to be the easiest things to climb. I bet knotted ropes are downright trivial for anyone capable of using their arms and legs fully.
Trees seem infinitely variable in difficulty.
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basiv, climbing, skill of the week |
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