07-04-2013, 01:10 PM | #11 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Skills, skills everywhere
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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07-04-2013, 01:15 PM | #12 |
Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
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Re: Skills, skills everywhere
I dont think 30 skills is excessive, its all about what makes sense.
Last time I made a character that had less than 30 different skills was a viking warrior and he almost hit 30. I guess this is probably because of the abolisment of the 1/2 point in 4e, making taking a skill a much more serious investment of ones character |
07-04-2013, 03:53 PM | #13 | |||
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Skills, skills everywhere
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Last edited by Captain Joy; 07-04-2013 at 03:54 PM. Reason: added link |
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07-04-2013, 04:05 PM | #14 |
Join Date: Dec 2012
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Re: Skills, skills everywhere
I'm definitely a skill-o-holic as well, and probably come in around 40 skills as a baseline, often supplemented with a level of Dabbler for some fractional skill goodness to go along with it.
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07-05-2013, 06:13 AM | #15 |
Join Date: Jul 2012
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Re: Skills, skills everywhere
The freedom to add a plethora of skills for all the reasons suggested above is one of the best things about GURPS. Getting away from the confines of class and level restrictions allows a much richer characterisation process. Go with it!
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07-05-2013, 07:24 AM | #16 |
Join Date: Mar 2010
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Re: Skills, skills everywhere
My player's characters have a few dozen skills, usually; even when I'm allowing Wildcard skills in that campaign.
I encourage them to spend about two-thirds of their points in attributes and advantages, with the remaining one-third in perks and skills. (... in campaigns that have point budgets anywise.) I give them a list of skills I expect everyone to be professionally competent at. They determine which skills their character needs to fulfill their core competencies, take those up to the campaign's suggested skill level and then spend the rest on fluff and background skills. |
07-05-2013, 07:54 AM | #17 |
Banned
Join Date: Apr 2008
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Re: Skills, skills everywhere
Starting skill list from a junior early-medieval noble (150pts):
Area Know. (Welsh march) Bow Brawling Broadsword Diplomacy Disguise Fast-draw (sword) Hidden Lore: Family history Leadership Knife Naturalist Riding: Equine Savoir-faire Shield Spear Stealth Streetwise Survival (Forests) Tactics Tracking Hiking Teaching Knife Throwing Scrounging Strategy (Cavalry) Animal Handling (Equine) Observation Intimidation Starting skill list from a Traveller adventure face-man (200pts): Acting Performance Disguise Prof.skill (Vid production) Merchant Mimic (speech) Savoir Faire Body Language Carousing Area Kn.(Sylean Federation) Observation Diplomacy Leadership Propaganda Dancing Singing Beam Weapon (Pistol) Guns (Gyroc) Fast-draw (pistol) Stealth First Aid Tactics (Space) Knife Computer Operation Photography Prospecting Autohypnosis Karate Breath Control A professor/amateur mage in a monster hunters campaign (300cp): Acrobatics Acting Area Know: Europe Area Know: Languedoc Brawling Carousing Climbing Connoisseur (Film) Current Affairs (Headline)/TL7 Current Affairs (Pop Culture)/TL7 Diplomacy Expert Skill (Conspiracy) Fast-Talk Guns/TL7 (Pistol) Hiking History (Classical era Gaul) History (Roman Catholicism) Knife Linguistics Naturalist Observation Occultism Propaganda Public Speaking Savoir-faire (High Society) Semiotics Sex Appeal Sleight of Hand Sociology Stealth Streetwise Teaching Throwing Wrestling Archaeology Architecture/TL7 Artist (Drawing) Computer Operation/TL7 Computer Programming/TL7 Sewing Math (Applied) First Aid Intel Analysis Literature Musical Instr (Lute) Philosophy Psychology/TL7 Research/TL7 Swimming Writing |
07-05-2013, 12:03 PM | #18 |
Join Date: Apr 2006
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Re: Skills, skills everywhere
Yeah, 20-30 skills to start is pretty normal for me.
If you really want to cut down on skills for some reason, you can think "what are the MOST important or frequent things the PC should be able to do?" and narrow the list down to just those skills. Of course, if you do that, you'll be relying on defaults for everything else, which is hard to do unless you have a GM willing to hand out bonuses for easy tasks, taking extra time, having helpers, etc. You can get away with that more in larger groups, too, because someone will probably have the skill you don't. |
07-05-2013, 11:41 PM | #19 |
Join Date: May 2012
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Re: Skills, skills everywhere
Whenever I make a character, I go down the skill list in Characters and take down every single one that makes sense for the character concept and that I can justify the character having.
This strategy often does result in a character having a lot of skills, but I don't see anything wrong with that. Because the skill list is very big and many of the skills are fairly specific, I would expect characters to have many, unless they were meant to be young, inexperience, and/or particularly inept. |
07-06-2013, 12:18 AM | #20 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: Skills, skills everywhere
It might not be exceedingly realistic, but most of my characters at more than 200 points have at least 50-60 skills. Having said that, characters with more than 200 points aren't that realistic either, unless you're talking high society movers and shakers or special forces.
For my lower point characters it depends on the character concept, but I would consider 30 skills to be the floor for adventurer types. A focused gladiator or non-combatant citizen might get away with less, but both concepts mandate a special kind of campaign. Even with really low-point characters the use of the Dabbler perk (or a less abusive version of 1/2-point skills) would see a skill list in the middle twenties at least. If you want to play ultra-realisically you might get away with a modern working drone with half a dozen actual skills and another six to eight in improved defaults from Dabbler, but where's the fun in that? |
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