Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 07-06-2018, 05:56 PM   #101
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Making Skills Matter More

I have never seen abuse of attribute defaults be a problem -- the average raise from default to 1 skill point is +4, so it's almost always worth putting a point in anything you think you'll care about. The issue is all skills at 1 point.

If the skill cost was instead something like:
Code:
    -6  -5  -4  -3  -2  -1  +0  +1  +2  +3  +4  +5  +6  ++1
E   -   -   -   -   -   -   1   -   2   3   4   6   8   +4
A   -   -   -   -   1   -   2   3   4   6   8   12  16  +4
H   -   -   1   -   2   3   4   6   8   12  16  20  24  +4
VH  1   -   2   3   4   6   8   12  16  20  24  28  32  +4
there'd be more motivation to put something other than 1 point in a skill.
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Old 07-06-2018, 07:43 PM   #102
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: Making Skills Matter More

Quote:
Originally Posted by Anthony View Post
I have never seen abuse of attribute defaults be a problem -- the average raise from default to 1 skill point is +4, so it's almost always worth putting a point in anything you think you'll care about. The issue is all skills at 1 point.

If the skill cost was instead something like:
Code:
    -6  -5  -4  -3  -2  -1  +0  +1  +2  +3  +4  +5  +6  ++1
E   -   -   -   -   -   -   1   -   2   3   4   6   8   +4
A   -   -   -   -   1   -   2   3   4   6   8   12  16  +4
H   -   -   1   -   2   3   4   6   8   12  16  20  24  +4
VH  1   -   2   3   4   6   8   12  16  20  24  28  32  +4
there'd be more motivation to put something other than 1 point in a skill.
Interesting. What would it be like if...

Each 1 point put into a skill removes 1 point in penalties from default instead, and then each subsequent increase in skill took 2 and then 4 points per level?

Just a thought?
hal is offline   Reply With Quote
Old 07-06-2018, 08:23 PM   #103
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Making Skills Matter More

I do not think that it would work because it leaves too many gaps (and it paradoxically increases the cost to be less competent than a person with Dabbler). As for Path Magic, RPM and Thaumatology both had suggested maximum defaults for Path Magic (RPM limited Paths to 12 plus Magery while Thaumatology suggested a number of options). And, if you do not like either solution, just use Books instead of Paths, since they do not get defaults.
AlexanderHowl is offline   Reply With Quote
Old 07-06-2018, 08:27 PM   #104
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Making Skills Matter More

Quote:
Originally Posted by AlexanderHowl View Post
I do not think that it would work because it leaves too many gaps (and it paradoxically increases the cost to be less competent than a person with Dabbler).
No it doesn't, since dabbler can't give you a skill level matching points, but you'd want to change either dabbler or defaults. Dabbler is just introducing 1/8, 1/4, and 1/2 point skills.
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 02:57 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.