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#11 | |
Join Date: Jun 2013
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Ideally, you'd want all skills to be the same difficulty for simplicity, with Optional Specialization simply giving a bonus to skill. I'd probably allow two levels of Specialization - Specialized and Extremely Specialized. The former is +1 for your task of interest and -2 for everything else; the latter is +2 for your task of interest and you work off defaults for everything else. Hard is probably appropriate, making Defaulting always be -5, [1] is -2, [2] is -1, [4] is +0, and it costs an additional [4] for each +1. |
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#12 |
Join Date: Jan 2006
Location: Ottawa, Canada
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Have you considered just using the Niches/Challenges from Chapter 4 of GURPS Template Toolkit 1 - Characters? Granted, the Niches define a group of traits and skills to defeat a specific kind of challenge, but when you get down to having skills with a purpose in the game, what better way to limit them than by type of challenges?
There are 30 niches/challenges defined there, which isn't too large for a limited number of skills. It's not necessarily perfect... there's only a single "Combat" niche for example, so you don't divide between ranged and melee weapons as it was in your original suggestion, but then again, that's not so bad either as that tends to be more TL driven than anything else (you can throw in ranged vs melee as specialization). But it at least aligns up with the suggestions of character template design. |
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#13 |
Join Date: Aug 2004
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I'd take most Esoteric Skills (e.g., Enthrallment or anything with Trained By a Master as a prerequisite) out of consideration for this purpose: those are essentially “supernatural powers” systems, and no more deserve to be covered by a generic skill list than Imbuements or Spells do.
Let me second Kallatari's idea of referring to Niches as a basis for the skill list, complete with the caveat that a strict one-skill-per-Niche list isn’t ideal; but there should be at least one skill per Niche, and more than one per Niche should be the exception. |
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#15 |
Join Date: Aug 2004
Location: Cockeysville, MD
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I was working on an idea like this by basically looking for skill families and creating a meta-skill that all the others defaulted to. I never got around to building a list of skills, but you can look at my thought process on my blog:
http://diceanddiscourse.blogspot.com/2015/07/skill.html
__________________
--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
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#16 |
Join Date: Aug 2004
Location: traveller
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I did an article on this topic for JTAS: Condensed Skills for GURPS Traveller. I was only able to cut the list to about 75, though.
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#17 | |
Join Date: Aug 2014
Location: Snoopy's basement
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#18 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#19 | ||||
Join Date: Aug 2004
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Bringing this around to the customization tools that I’ve been talking about, the section about Splitting Challenges could be referenced when coming up with customizations for a skill when they're not being used to adjust the skill list itself. Quote:
Using Fate as an example, I could see having a Science Skill that requires you to choose one field of expertise when you select it, but then lets you use Stunts to add more fields of expertise. For instance, a biologist who also studies physics would use the same Science skill for both. |
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#20 | |
Join Date: Sep 2004
Location: Medford, MA
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As a "many skill" GM...these just haven't been a problem for me in my campaigns. Point 1) No skill will be orphaned. This happens because a) my players will find ways to use their skills. b) I keep note of skills used and make sure than unused skills find opportunities for use. Doing this results in much more interesting campaigns and encounters because it pulls me out of familiar patterns as a GM and trying to figure out an interesting opportunity to use that character's Professional Skill: Sommelier is a great challenge for me as a GM. Point 2) My players aren't intimidated by a 200 long list of skills because I do all character creation one on one. We have a lovely conversation about character concept and then we go and get the skills that match that concept. If they are super GURPSy they can do it themselves. If they enjoy pursuing skill lists (some players do), they can do that. But we can also just have a conversation. No intimidation. Point 3) Because we have a conversation about concept, the player is not going to have missed any skill in their concept because checking in on that is my job as GM. If for some reason we both miss something and it comes up in play, all the player has to say is..."Dang! We both overlooked Filch! I totally would have had that skill based on my character concept!" Then I say, "You are right, that was my fault for not thinking about it. Take the skill at one point and you can pay for it with your cps later." But I think that has only happened once or twice in all of my GMing. Point 4) This just hasn't been that much of a problem. Especially character creation is so much concept driven rather than optimization driven in my campaigns. Also we use Talents. And also I use floating skills to other attributes and to 10 quite often and I use familiarity penalties so spending points in skills is often very useful. Now, I know there are people who don't like lots of skills. Good for them! They can just use fewer skills. Heck, I offered a solution where everyone just has 3 skills that they define themselves and everything is super simple. But some people like lots of skills. I am one of them...and players have tended to be as well. |
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Tags |
alternate gurps, house rule, skills |
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