01-11-2017, 04:29 PM | #21 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
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I have done this for Intuition and Demolitions skill for example. I think it was Professional Skill EOD
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01-11-2017, 05:04 PM | #22 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
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If something is so obvious that the character ought to know, no rolls required, then I don't roll for Common Sense; in fact, I wouldn't require Common Sense at all. Well, perhaps if the character in question had another trait that could potential override this basic level of knowledge and intelligence.
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01-11-2017, 05:13 PM | #23 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
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With either a RAW version of Common Sense or one of my proposed alternatives, if a situation arose where Common Sense roll was relevant, and the character in question had something other than IQ that seemed pertinent (like a relevant Skill), I'd just have a roll against one to provide a bonus to the other. Using the Frequency of Appearance modifier (hypothetical) house rule, I'd... do the same thing.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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01-11-2017, 07:15 PM | #24 | ||
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
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01-11-2017, 07:54 PM | #25 |
Join Date: Nov 2014
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
Common Sense seems nearly useless as written. If somebody in my game took it, I would try my best to make it worth the points, but even then, 10 is a lot.
Common Sense with +50% Conscious though- is one of the most powerful things you can do in the game. At the very least it lets you see the railroad tracks underneath your feet. Also, turning all GM nudging into your spotlight time as a player is certainly worth 15 points for some concepts. |
01-11-2017, 07:55 PM | #26 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
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__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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01-11-2017, 10:50 PM | #27 |
Join Date: Mar 2008
Location: Northern Virginia, USA
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
I like Common Sense in theory. But I've never seen a PC with it in practice. I think because people who play GURPS mostly think they're too smart to need it.
I like Intuition in theory. But I've only played one PC with it, and I don't think I got any real use out of it. Unless you're totally stuck, it's more fun to decide for yourself than to ask the GM for a roll. I run a DF game where the party features an NPC cleric. The players occasionally have the bright idea to ask him what to do when they're stuck. Pretty obvious place to give an NPC Common Sense to help the players out of jams. But I didn't do that, because the point of RPGs is that the players make decisions. If you give them an NPC who'll tell them what to do, I think it cheapens the game. So he mostly says some religious nonsense and defers back to the wizard, who should clearly know what to do, with his IQ 15 and pointy ears. |
01-12-2017, 03:49 AM | #28 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
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01-12-2017, 04:00 AM | #29 |
Banned
Join Date: Aug 2004
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
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01-12-2017, 04:06 AM | #30 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Basic] Advantage of the Week (#27): Common Sense, Intuition
But that's an unusual usage, not the standard one. Most of the time as a players I didn't even need it (a few situations I didn't know about it and might've benefitted from it, but that's a minority).
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advantage, advantage of the week, common sense, intuition, week, [basic] |
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