12-15-2006, 09:23 AM | #31 |
Join Date: Apr 2006
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Re: Acceptable Skill levels for professionals?
I always wonder if threads like these are partly prompted by insufficient rules emphasis on positive modifiers. After all, GURPS focuses on adventurers, who usually do dangerous, difficult things that most people presumably can't, and so they always seem to be rolling at minuses and need skills in the 16-20+ range to make up for it. Positive modifiers in combat invariably have some cost or unusual requirement. The idea that many things are EASY to do seems to get lost in the shuffle, despite sporadic reminders that GMs should give bonuses for easy or routine tasks, and it seems to me that the rules often call for unmodified rolls for tasks that are the normal, everyday use of the skill.
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12-15-2006, 09:31 AM | #32 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Acceptable Skill levels for professionals?
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I use the fatigue cost bonus for high skill, to be bassed on Effective Skill rather than bass skill. This allow for your non Adventuring mages with Spells at 11 and 12 Base get the Fatigue Reduction of Skill 15, form the +4 for the rutine tast modifer, so the can use Heat to warm the coffine, Apportion to fetch their Staff, Seeker to check up on ther Children etc with much conserner, and with out being Archmage Experts (skill 15) in the Spell to do so. |
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12-15-2006, 12:19 PM | #33 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Acceptable Skill levels for professionals?
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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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12-15-2006, 12:23 PM | #34 | |
Careful Wisher
Join Date: Jun 2005
Location: Oregon, WI
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Re: Acceptable Skill levels for professionals?
Quote:
-P.
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~~~~~~~~~~~~~~~~~ P. Mandrekar, Geneticist and Gamer Rational Centrist "Everyone is entitled to his own opinion, but not his own facts"- Daniel P. Moynihan |
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12-15-2006, 12:42 PM | #35 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Acceptable Skill levels for professionals?
Quote:
Modifiers: A whole block of vividly colored text that I find hard to ignore, despite being colorblind, with a visible gap above and below it to indicate a mode shift.Also, a lot of players seem hell-bent on doing things the hard way. The rules were written under the assumption that most PCs would be getting +1 or +2 because the players would be sure to have decent equipment for their characters' most important skills (p. B345), and generally +1 to +5 more for taking extra time (p. B346) in any situation where the GM wasn't saying, "Hurry! The guards are coming!" When people compare real-life success rates to those in the game, they regularly overlook these bonuses, which get the honor of their own Large Headings to make them obvious (unlike those in skill descriptions). When I hear somebody complain that they thought 12 was good enough but it bit them on the butt, I always ask them whether they considered the above modifiers. Generally, they didn't.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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12-15-2006, 01:01 PM | #36 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Acceptable Skill levels for professionals?
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Seriously, though--all wheel drive, four doors, good headroom, and 227HP. It's a Minnesota communter's car! (Well, I'd rather it get 30mpg, but that just means when Subaru comes out with their hybrid, I'll trade my Rex in for that...)
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 12-15-2006 at 01:28 PM. Reason: miles per GALLON, not hour... |
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12-15-2006, 01:26 PM | #37 | |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: Acceptable Skill levels for professionals?
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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12-15-2006, 01:28 PM | #38 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Acceptable Skill levels for professionals?
Quote:
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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12-15-2006, 02:21 PM | #39 | |
Careful Wisher
Join Date: Jun 2005
Location: Oregon, WI
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Re: Acceptable Skill levels for professionals?
Quote:
We tend to fill it to the brim when we go to see family at Christmas. Me, wife, two kids, and a lot of babyjunk. -P
__________________
~~~~~~~~~~~~~~~~~ P. Mandrekar, Geneticist and Gamer Rational Centrist "Everyone is entitled to his own opinion, but not his own facts"- Daniel P. Moynihan |
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12-15-2006, 02:31 PM | #40 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Acceptable Skill levels for professionals?
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[previous contenders, owned: Honda CRX Si (traded in); Acura Integra GS-R (stolen. twice.); 2005 WRX; 2003 Forrester 2.5. contenders, driven: too many to count, but Saturn SW1 and SL1, Nissan Stanza and Maxima, Honda Accord (this one's a prime contender, actually), Suburban (accept no substitutes for haulin' 4x8 sheet goods, but OUCH, my WALLET!, more rental cars than I care to count. driven, and Just Fun: Saturn EV1 for test drive]
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