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Old 01-02-2012, 08:08 PM   #11
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Default Re: Skill: General Education

Expert Skill (General Education) (IQ/H) wouldn't be unreasonable, as long as it was understood that it only allowed rolls for the sort of non-practical, non-adventuring knowledge you'd pick up in school. For example, you could use it to replace Mathematics to know what a sine wave is, but you couldn't use it to survey land, calculate the height of a building, or as a prerequisite for Engineering.
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Old 01-03-2012, 12:47 AM   #12
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Default Re: Skill: General Education

GURPS Fantasy provides Expert Skill (Bardic Lore), which is sort of a nonliterate analogue of this: It consists of the body of historical and theoretical knowledge you retain by memorizing didactic verse. Like knowing the begats in the Old Testament, for example, or being able to recite Hesiod's Theogony. It's specifically designed to fit oral as opposed to literate cultures.

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Old 01-03-2012, 01:01 AM   #13
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Default Re: Skill: General Education

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Originally Posted by Asta Kask View Post
Isn't this what defaults are supposed to represent?
The problem with this approach is that it suggests general education is useless. After all, a kid from the boonies who never went to highschool also has standard defaults.

And we do know that general education does something: In the very least, it teaches you literacy (which is worth, what, three points?). I don't think it's impossible for it to teach you other things.
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Old 01-03-2012, 05:56 AM   #14
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Default Re: Skill: General Education

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Originally Posted by Mailanka View Post
After all, a kid from the boonies who never went to highschool also has standard defaults.
This isn't true. People don't have default in every skill only in skills they would reasonably have some knowledge off.

So someone without a high-school probably doesn't have a default in Physics and maybe not even in most History skills and so on. Likely though, they would have other defaults, but spending most time on general education would get you more defaults in more skills.
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Old 01-03-2012, 06:07 AM   #15
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Default Re: Skill: General Education

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Originally Posted by Maz View Post
This isn't true. People don't have default in every skill only in skills they would reasonably have some knowledge off.

So someone without a high-school probably doesn't have a default in Physics and maybe not even in most History skills and so on. Likely though, they would have other defaults, but spending most time on general education would get you more defaults in more skills.
Someone who has better defaults than someone else should be worth more points. Someone who can't default at all to skills most people can default too should be worth less points.

Either way, general education should have a point-cost that differentiates it from someone raised by wolves or strapped to a chair for the first 18 years of their life.
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Old 01-03-2012, 06:18 AM   #16
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Default Re: Skill: General Education

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Originally Posted by aesir23 View Post
the Encyclopedist Talent
Sorry, can you give a book/page number for this talent?
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Old 01-03-2012, 06:20 AM   #17
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Default Re: Skill: General Education

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Originally Posted by Mailanka View Post
Someone who has better defaults than someone else should be worth more points. Someone who can't default at all to skills most people can default too should be worth less points.

Either way, general education should have a point-cost that differentiates it from someone raised by wolves or strapped to a chair for the first 18 years of their life.
The question to ask is what is the default assumption for GURPS (adjustable by each GM as they require).

I'd say that GURPS assumes the 'average' adventurer gets the listed defaults.
TL being an obvious separator, along with supernatural/superscience settings.
Those with more restricted defaults, (raised by wolves) would have a disadvantage which accounted for this.

If you want to assume that your campaign says people don't get some defaults without a suitable 'education' (for want of a different word), then that becomes a 'Good Education' Perk, or some other kind of advantage.
PK and Bill's, Expert Skills would also seem like a reasonable option.
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Old 01-03-2012, 06:43 AM   #18
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Default Re: Skill: General Education

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Originally Posted by SCAR View Post
The question to ask is what is the default assumption for GURPS (adjustable by each GM as they require).

I'd say that GURPS assumes the 'average' adventurer gets the listed defaults.
TL being an obvious separator, along with supernatural/superscience settings.
Those with more restricted defaults, (raised by wolves) would have a disadvantage which accounted for this.
Kinda like how being illiterate is a disadvantage, yeah. That's fair.
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Old 01-03-2012, 07:11 AM   #19
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Default Re: Skill: General Education

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Originally Posted by demonsbane View Post
... as I said here I miss a section in the Basic Set pointing to the creation of new skills, (not just techniques) in the same way it supports and encourages building new advantages and disadvantages or modifying them.
What new skills are needed in the system?
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Old 01-03-2012, 09:23 AM   #20
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Default Re: Skill: General Education

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Originally Posted by Pragmatic View Post
Sorry, can you give a book/page number for this talent?
That should be a reference to the Encyclopedist! wild card skill, from Supers p37.
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