12-02-2016, 09:53 AM | #1 |
Join Date: Nov 2016
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So many skills
I am a noob I have played a few games but with my new group I am the most experienced so I am the GM and I know only take what you need and I play in a more narrative fashion but I run a Nerd Club and I was asked to run a game at the store no problem but I want to give people more options for skills but there are so many and the point system on skills still confuses me. So I could really use some advice from more experienced players please I am going to have 3 people that have not played gurps and I don't want this to ruin their first experience
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12-02-2016, 10:01 AM | #2 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: So many skills
I suggest starting with GURPS Lite in this case. If your friends like the basic gameplay mechanics, you can start adding supplements into later games.
And what's confusing you about skills? |
12-02-2016, 10:09 AM | #3 | |
Join Date: Nov 2016
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Re: So many skills
Quote:
Last edited by diminsonsam2; 12-02-2016 at 10:11 AM. Reason: needed to add more to clarify my confusion |
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12-02-2016, 10:19 AM | #4 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: So many skills
No, you get the same increase in skill for the same number of points. The difficulty of a skill determines where it starts in relation to its controlling attribute.
Easy skills start at their controlling attribute for 1 point, Average skills are Attribute -1, Hard is Attribute -2, and Very Hard is Attribute -3. Page 170 of the Basic Set has a handy table you can use for reference, until you get the hang of it. |
12-02-2016, 10:19 AM | #5 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: So many skills
Quote:
Occultism is an IQ/Average skill, which is marked at the start of the skill description on p212 of the Basic Set, or p16 in GURPS Lite. If you find the Average column in the table and read down to the row with 12 points, you'll see that gives you IQ+3. If your character had an IQ of 12, that would give them Occultism at (12+3) = 15. So roll against Occultism, you'd roll three six-sided dice. If the total of the dice was 15 or less, you'd succeed. If it was 16 or higher, you'd have failed.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. Last edited by johndallman; 12-02-2016 at 10:21 AM. Reason: Lite page reference |
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12-02-2016, 10:21 AM | #6 | |
Join Date: May 2011
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Re: So many skills
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12-02-2016, 10:25 AM | #7 | ||
Join Date: Nov 2016
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Re: So many skills
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Quote:
ah thank you my good sirs you are gentleman and scholars I feel so silly now I have found the chart and I cannot believe how confused I was but putting together your comments made me it click now is there a method to narrow down the tons and tons of skills |
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12-02-2016, 10:35 AM | #8 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: So many skills
Quote:
like Science! [B175] Where they cost 3 times the costs of VH hard skills but anything related to theme of skill you roll against the wildcard skill You want to want to to have a dual across the rafters and not fall off, you don't need to roll against acrobatics not to fall off, you roll Sword! instead |
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12-02-2016, 10:42 AM | #9 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: So many skills
Quote:
GURPS Skill Categories is free for the downloading, and breaks up the great big skill list into a lot of useful categories. Pirates go around on ships, which are vehicles, so they need Vehicle Skills. They take goods by combat, or the threat of combat, so they need Combat/Weapon Skills. They use intimidation and threats a lot, which comes under Social Skills. If they have the same ship for a long time, they need to maintain and repair it, which requires Craft Skills. If you're willing to spend a small amount of money, there's a GURPS book, Age of Sail Pirate Crew which has a complete pre-built pirate crew. GURPS PDFs are discounted by 40% until December 15th, so it's a good time to buy. A bit of web searching was also worthwhile. Here's someone's account of how he created a small pirate campaign using the Pirate Crew book.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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12-02-2016, 11:26 AM | #10 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: So many skills
Skill Categories is really helpful and like John said its free.
There i a simiar PDF for advantages and others. A major thing to remember is that not everything in the Basic set (much less the entire GURPS sysem) is designed for every game. Use what fits your setting and tone and ignore the rest.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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