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#31 | |
Join Date: Jun 2013
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#32 | |
Join Date: Aug 2004
Location: Austin, TX
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But that's a house rule and not Rules as Written.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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#33 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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#34 |
Join Date: Aug 2004
Location: Austin, TX
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Well, give them the option and see if it feels overpowered to you. I found that it made staff/spear specialists an entire 4 points cheaper and that didn't break my games. It does make samurai a lot cheaper (Sword Weapons at DX+2 is 12 points, Broadsword, Shortsword, and Two-Handed sword at DX+2 is 16-24 points depending on how you handle the Weapon Adaption perk) but again that's not breaking my games.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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#35 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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#36 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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I've actually been considering making skill defaults techniques. What generally happens is that defaults from skills rarely get points put into them unless the governing skill is low (4 points or less) since it's generally more effective to just increase both by putting points into the governing skill.
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MiB 7704 Playing: D&D 5e Spelljammer Running GURPS Nordlond Forest's End Running Savage Pathfinder, sort of |
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parry, rules |
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