Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 05-14-2014, 03:26 PM   #11
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Capping Skill Default Levels

Realistically, two skills that default to one another probably have a shared core of common fundamentals, and then there are specific details that you only learn under the one skill. To give a sports example, epee and foil fencing have a great deal in common, but someone who's only learned epee won't have learned the right of way rules in foil. The question for defaulting, then, is what portion of skill improvement comes from improving shared fundamentals, and what portion comes from learning tricks that are specific to the narrower field; the first will improve all your defaults, the second won't.

The only method GURPS has of representing this sort of thing is Techniques; there is no generic group skill bonus (which would represent training the fundamentals). However, simply capping defaults doesn't really help, many skills really are mostly about fundamentals.
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
 

Tags
defaults, house rules

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:40 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.