07-04-2018, 06:39 AM | #11 |
Join Date: Jun 2017
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Re: Making Skills Matter More
Bigger/more Default penalties? I mean all the raw brain power in the world might not matter much if you've never even done the thing once (excepting higher levels of cinematicness).
You could even impose a "low training" penalty for times when the player buys skills but still relies on higher attribute ratings. Or you could tie having meta-currency to having high skill levels. Maybe having high a high skill means getting a free use of Intuition per X, or you could tie high skills into one of the systems from Power-Ups: Impulse Buys. |
07-04-2018, 06:54 AM | #12 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Making Skills Matter More
The game system should allow for it, if it wants to be generic and universal. The last session of Infinite Cabal was mostly spent doing a low-tech PR campaign. Visiting temples, giving gifts, getting reaction rolls, and if necessary, trying to improve them with Luck or Diplomacy. GURPS handled this very smoothly. I'm not claiming every campaign should be like that, but the ability to handle it is worthwhile.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
07-04-2018, 07:22 AM | #13 |
Join Date: Feb 2016
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Re: Making Skills Matter More
'20' is not superhuman good in a skill, at least not by RAW. By RAW, '20' is a skill level of a master of a trade, and a significant minority of the adult population should have '20' in a minimum of one skill. I will explain.
Since it only cost 40 CP for even a person with average attributes to reach level 20 in one average skill (or a specialty in a hard skill), that level of experience represents 32,000 hours of work experience (around 16 years if a job involved a single skill). Since jobs tend to cover one primary skill and a couple of secondary skills, the majority of people will only be able to allocate fifty percent of their experience improving their primary skill, with the rest of their work experience improving their secondary skills (meaning that it would take 32 years of experience to reach level 20). With contemporary business models devaluing work experience, there are less people who end up staying in job fields long enough to develop level 20, but I would say that 10% of the adult population should have level 20 in a single skill by age 60 in a contemporary society, so level 20 should be considered far from 'superhuman' and should be considered quite human. Level 25 should be quite rare, since it represents a gifted person with significant work experience, and level 30 should be the best ever, since it represents the most gifted person ever with significant work experience. By RAW, everyone should know a lot of people with skill 20 though, so it should be pretty mundane. For example, a 60 year old car mechanic should have Mechanic (Automobile)-20, allowing him to diagnose and fix a car in 1/5th of the time as a 20 year old mechanic because he possesses sufficient experience to do the work without referring to automobile guides and because he works smarter and not harder In fact, the reason why it takes him a couple of days to do a major job is because he will have to order parts from a supplier, since every brand of car possesses its specific parts. I doubt that anyone will call him superhuman though. Anyway, back to topic, I am just saying that the person with the most experience and the most training should receive a bonus beyond their skill level. Whether or not you go by RAW or belong to the cult of state normalization though, it is always better to purchase Attributes and Advantages by RAW over developing more than one skill. I think that people are focusing too much on level 20 skills though, so let us use a different example. A fighter with six combat skills at 14 is a fairly standard build. You can make the fighter with DX 10, Bow (A) DX+4 [16], Brawling (E) DX+4 [12], Fast-Draw (Arrow) (E) DX+4 [12]-14, Knife (E) DX+4 [12]-14, Shield (A) DX+4 [16]-14, and Spear (A) DX+4 [16]-14 for 84 CP or you can make the fighter with DX 12 and DX+2 in the same six combat skills for 76 CP. In the latter case, you also get +2 to all DX rolls and skills and +0.5 Basic Speed, and you are as good as the more experienced fighter in practically every way by RAW. In the former case, you have the dubious pleasure of paying an extra 8 CP to be an inferior character. With the new optional rule though, the more experienced fighter could ignore an additional -2 levels of situational penalties and/or receive an additional +2 bonus in Contests of Skill, like feints, over the less experienced chracter. |
07-04-2018, 07:31 AM | #14 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Making Skills Matter More
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— What many GURPS players miss is that the reactions system is exactly that: a system. It isn't just rolling on a table. The game assumes you'll also be using several other concepts:
Moreover, Influence rolls in particular are subject to modifiers for appropriateness, which range from 0 to -10. Among the Influence skills, Fast-Talk, Intimidation, and Sex Appeal are most often penalized for this, as lies, threats, and salacious conduct all have a high potential to offend. Savoir-Faire and Streetwise are safer, but whenever one is appropriate and unpenalized, the other is almost perforce inappropriate and penalized. Only Diplomacy is nearly always appropriate – and unsurprisingly, it's the only Hard skill in the lot, and uses special rules. The GM's job is to add some interesting texture to the NPCs, so they're not all bland video-game characters who respond algorithmically to skill use. For each NPC of any importance, the GM should decide:
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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07-04-2018, 07:43 AM | #15 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Making Skills Matter More
On the subject of making skills more relevant in cinematic games, I recommend GURPS Power-Ups 7: Wildcard Skills. That supplement offers ways to vastly shorten the skill list, elevate skills to the level of powers, and attach concrete benefits to high skill beyond just better odds of success. A benefit of special interest is a system that turns high skill investments into points that can be spent to accomplish cinematic feats, which works extremely well with GURPS Power-Ups 5: Impulse Buys. There are also less cinematic "alternative benefits" similar to those in GURPS Power-Ups 3: Talents.
The three GURPS Power-Ups items cited above are almost must-haves for skills-centric campaigns. For that matter, GURPS Power-Ups 2: Perks is fairly applicable as well, as it offers many perks that leverage skill and proposes setting limits on perks linked to points in skills.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
07-04-2018, 07:55 AM | #16 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Making Skills Matter More
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Now, you could go the other way, and increase the number of attributes. GURPS does seem a little tight at four, though current GURPS in many ways functions like a six-attribute game. But I've run lots of games with three groups of attributes (physical, mental, and spiritual, or physical, mental, and social) and two or three attributes per group. That might get you up as high as nine. But if you have a long and somewhat open-ended skill list, you're still going to have a high ratio. GURPS has take steps to fill in the gap with Talents. Is there a reason that they don't sufficiently provide for what you're looking for?
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Bill Stoddard I don't think we're in Oz any more. |
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07-04-2018, 08:08 AM | #17 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Making Skills Matter More
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As for the pseudo-six-attribute setup of GURPS, a problem is that there's still very heavy bundling. IQ is so grouped that taking only a part of it seems like a less efficient choice due to all the complications it causes (like the interaction with the disad limit). Also raising skills beyond attributes is just too expensive comparing to just buying attributes given the number of skills usually on the sheet. In my experience characters tend to have 40-60 skills, often 30-50 of those IQ-based, just to cover their directions of competences. |
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07-04-2018, 08:22 AM | #18 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Making Skills Matter More
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And as Kromm says, you can use wild card skills if you want that sort of handwaviness.
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Bill Stoddard I don't think we're in Oz any more. |
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07-04-2018, 08:54 AM | #19 | ||
Join Date: Jul 2012
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Re: Making Skills Matter More
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16-17: Someone good enough to stand out in his field, however rarefied (top commando, ace of aces, etc.). 18-19: Best of a generation (e.g., the world’s best sniper). Masters (20-25) 20-21: Top master alive (presumably good enough to teach the best of a couple of generations). 22-23: Confirmed top master of all time. So that's my understanding of RAW. I'll stop there, since you said it was getting off-topic, but it might help you to understand the disconnect. I wouldn't say all that On The Job Learning necessarily translates entirely to skills - Perks, Advantages, Techniques, or even skill raises. Quote:
I'd throw a counter question. How do you end up so highly skilled in so many different fighting skills without also becoming more athletic? Someone training so many DX-based skills alongside each other is probably also training DX. |
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07-04-2018, 09:23 AM | #20 | |
Join Date: Oct 2005
Location: Ronneby, Sweden
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Re: Making Skills Matter More
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