04-28-2013, 01:22 PM | #1 |
Join Date: Dec 2007
Location: Brooklyn, NY
|
Complementary Skills Houserule For High Skill
I've considered a houserule modification to Complementary Skills from Action 2: Exploits, p. 5.
To give a greater benefit to high levels of the complementary skill, instead of a flat +1 for success and +2 for critical success, I'd change it to +(Skill / 10) for success and +(Skill / 5) for critical success. This wouldn't change the results for skill levels between 10 and 14. From 15 to 19, critical success would be improved to a +3, but success would still get you only +1. From 20 to 24, success will give you +2, +4 for critical success. And so on. However, for skill 5-9 you'd only get a +1 from critical successes, and under skill 5 you don't get a chance for a complementary skill bonus at all, which makes sense to me. Any pitfalls? Does this seem reasonable?
__________________
-JC |
04-28-2013, 01:33 PM | #3 |
Join Date: May 2009
|
Re: Complementary Skills Houserule For High Skill
I have been toying with a version that depends on margin of success rather than pass/critical.
I am thing +1/5 or part there of, +1 for critical. So skill 12 rolls a 4. He gives +2 for pass by 8 and +1 for critical.
__________________
Maxwell Kensington "Snotkins" Von Smacksalot III |
04-28-2013, 01:43 PM | #4 |
Banned
Join Date: Oct 2007
Location: Europe
|
Re: Complementary Skills Houserule For High Skill
|
04-28-2013, 01:45 PM | #5 | |
Banned
Join Date: Oct 2007
Location: Europe
|
Re: Complementary Skills Houserule For High Skill
Quote:
By the way, is CSR an integral part of GURPS jargon by now? If not, should it be? |
|
04-28-2013, 06:36 PM | #6 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Re: Complementary Skills Houserule For High Skill
I'm with Molokh. This is a small change that adds a modest amount of complexity for a slightly greater range of effect. It does so well, but I don't think the change is significant enough to justify using it (strictly speaking IMO, of course).
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
04-30-2013, 12:07 PM | #7 |
Join Date: Nov 2011
Location: Seattle, WA
|
Re: Complementary Skills Houserule For High Skill
I've decided to use a small variation on this concept. Simply put, if your effective skill is over 16 and you succeed on a complementary skill check by 10+, you receive a +2 bonus to your master skill. If you also critically succeed, you get a +3 bonus.
So, same idea, IMO simpler execution.
__________________
-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
Tags |
action, complementary skills, houserule, skills |
|
|