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Old 11-19-2009, 07:54 AM   #41
Phoenix_Dragon
 
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Default Re: Unfazeable and Leadership

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Originally Posted by Figleaf23 View Post
That's a great idea -- using Leadership to induce NPC subordinates to make particular combat maneouvre choices.

It provides an aswer for a problem we sometimes encounter when players and GMs dispute what a NPC hireling or ally 'should' or 'would' do.
Yeah, I've been trying to get character skills to mater more, especially for skills like Leadership (And Tactics!). A lot of the times, players will have all these detailed plans and exact ideas about what they want to accomplish, while their characters might entirely lack the skills to implement them. I figure it's important to give a good reason to be taking the skills for characters who are using them! :>
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Old 11-19-2009, 10:26 AM   #42
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Default Re: Unfazeable and Leadership

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Originally Posted by David Johnston2 View Post
Ain't no weapon talents.
That is not true. Gunner is a weapon skill and that is covered by Hot Pilot and the Halfling Talent has Sling and Throwing, AFAICR.

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And for the record, all unarmed and melee weapon combat would NOT be a medium-breath Talent.
True, it would be a 15/level Talent.

But then, so would a Talent encompassing all combat skills. And since for 15/level, you can buy a +1 to all DX skills, it's not unfair in any way to allow a bonus to a subset of them for less.
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Old 11-19-2009, 10:31 AM   #43
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Default Re: Unfazeable and Leadership

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That is not true. Gunner is a weapon skill and that is covered by Hot Pilot and the Halfling Talent has Sling and Throwing, AFAICR.
Halfling is a talent?
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Old 11-19-2009, 10:33 AM   #44
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Default Re: Unfazeable and Leadership

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Halfling is a talent?
In GURPS Fantasy or GURPS Banestorm. It's been a while since I read either book.
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Old 11-19-2009, 10:37 AM   #45
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Default Re: Unfazeable and Leadership

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In GURPS Fantasy or GURPS Banestorm. It's been a while since I read either book.
Dungeon Fantasy 3, I believe.
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Old 11-20-2009, 12:02 AM   #46
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Default Re: Unfazeable and Leadership

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Originally Posted by Peter Knutsen View Post
What about offering Charisma with a +100% Enhancement? For every two levels, the character's Leadership skill becomes able to give his allies a +1 bonus to melee and unarmed combat skill rolls?

Essentialy it'd be a new advantage, costing 20 CPs and consisting of 2 levels of Charisma plus the combat skill benefit, and can be bought once or twice (since no one can have more than 5 levels of Charisma IIRC.)
That's really no different from building an (abhorrently undercosted) Affliction to do the same thing, with a prerequisite and cap based off Charisma.
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Old 11-20-2009, 06:39 AM   #47
Peter Knutsen
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Default Re: Unfazeable and Leadership

Keep in mind, the idea isn't for the PC with the high Leadership skill to tell the other PCs what to do. The idea is that the PC who has a high Leadership skill should be rewarded for it, by being able to give a bonus to his allies.

The current rules already gives a bonus to morale-related issues, but if a higher bonus is desired, GMs can invent a new Advantage, analogous to Weapon Master or Trained by a Master, called Great Leader, that lets characters who have it use their Leadership skill to give more substantial bonuses to allies, such as bonuses to combat skill rolls. It could cost perhaps 25 CPs, 1/6 of the budget of a standard PC.

One thing I've stolen from the Spycraft RPG, to use in one of my homebrews, is an ability that lets the character who has it give tactical suggestions to his allies, and if they follow his suggestion then they get a bonus, but if they do something else, they don't get it.

I'd be wary of letting it give damage bonuses, in GURPS, because that lets the recipient of the bonus penetrate armour that he was previously incapable of penetrating, but a bonus to combat skill rolls might work well. Perhaps defence skill rolls too. A bonus to movement speed isn't too good, in GURPS, because the Move statistic already assumes the character is running.
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Old 11-20-2009, 06:43 AM   #48
Peter Knutsen
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Default Re: Unfazeable and Leadership

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Originally Posted by David Johnston2 View Post
Ain't no weapon talents. And for the record, all unarmed and melee weapon combat would NOT be a medium-breath Talent.
Wrong.

Talents can be invented on an as-needed basis, and there's no reason not to allow special Talents for the purpose of building Afflictions, even though you would not allow those same Talents in normal form on a PC's sheet.

Also, unarmed+melee has to be medium breadth, because a broad Talent worth 15 CPs would have to include ranged weapon skills.

And keep in mind the upper bound, which is DX for 20 CPs per level. A bonus that is less broad than DX has to cost less. And in fact the upper bound isn't 20 CPs per level, but rather 15 CPs per level, in the form of DX!.

Think about it this way: If you say no to the player's wish to build an Affliction that contains a custom-built Talent, that player will just build an Affliction that gives a bonus to DX! instead.

A PC with a specific bonus is always more interesting than a PC with a broader bonus that applies to more things, but if the specific bonus costs the same as the broader bonus, you have no right whatsoever to blame the player for choosing the broader bonus. And even worse if you flat out say no to the players' with to build a character who has the specific bonus.
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Old 11-20-2009, 06:45 AM   #49
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Default Re: Unfazeable and Leadership

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Originally Posted by Icelander View Post
True, it would be a 15/level Talent.

But then, so would a Talent encompassing all combat skills. And since for 15/level, you can buy a +1 to all DX skills, it's not unfair in any way to allow a bonus to a subset of them for less.
Exactly.

And even more so when it isn't even a traditional un-Limited Talent that the charcter was born with, but rather something that the character can give to others via an Affliction.

(A better solution would be to overcome the rampant pentophilia, and re-cost Talents so that there are 4 or 5 breadth categories instead of 3.)
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