12-05-2014, 04:02 AM | #11 |
Join Date: Aug 2004
Location: Udine, Italy
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Re: What's the default way to build a doctor in GURPS?
Heh, wow. Which brings about the question - what kind of campaign is this character for?
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12-05-2014, 05:18 AM | #12 |
Join Date: Oct 2014
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Re: What's the default way to build a doctor in GURPS?
Worth noting that original concept had no skills higher than 14. Skill inflation only resulted from optimization. And the really interesting thing that someone who is a good physician, diagnostician, and surgeon costs the same amount of points as legendary physician, good diagnostician and surgeon. Same with high skill in Guns - if you have skill-16 in Rifle and SMG default of 14 you can either spend 4 points to increase your skill with SMG or raise your Rifle skill and therefore your SMG default as well.
All said and done I am under impression that GURPS default rules are reasonably good for characters who are doing something unusual for them but when you try to build an expert in a few related skills you are either forced to have really high primary skill (sometimes higher than you would assign ) or you end up having character who costs more points and at the same time have lower skill levels. |
12-05-2014, 07:00 AM | #13 |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: What's the default way to build a doctor in GURPS?
I see this as a big problem with the default system (and with the Healer talent which, like many other talents in Basic, is rarely point-efficient). I was interested to see this thread, because I'm in the process of using Template Toolkit to create templates for a Pulp Action artifact hunters type game (think Indiana Jones, The Mummy, Tomb Raider, Uncharted, etc.), and I was just compiling my list of skills for a Doctor template when I saw this post. Now I'm not sure if my template should even bother with Healer Talent or any skills other than Physician...but it's not much of a template if it includes only one primary skill!
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12-05-2014, 09:13 AM | #14 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: What's the default way to build a doctor in GURPS?
Professional Skill: Doctor will probably still be needed. This would cover all the extra-medical stuff - rules and regulations, contact with authourities, the correct way to hit on nurses, etc.
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12-05-2014, 10:27 AM | #15 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: What's the default way to build a doctor in GURPS?
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It's interesting that 3rd edition suffered from number of skills bloat, while now we seem to be suffering a skill magnitude bloat.
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12-05-2014, 05:47 PM | #16 |
Join Date: Feb 2009
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Re: What's the default way to build a doctor in GURPS?
Ill admit the sheer number of skills involved in being a healer seems like it is majorly skill bloat to me
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12-05-2014, 06:01 PM | #17 | |||
Join Date: Jan 2009
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Re: What's the default way to build a doctor in GURPS?
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12-05-2014, 09:52 PM | #18 |
Join Date: May 2007
Location: Right Here
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Re: What's the default way to build a doctor in GURPS?
When they say that a character should have a 12 skill level, what they are referring too is the idea that the 'Average' professional for just about any skill is 12. When GURPS character templates give a higher level, they are mostly describing an heroic, above average character, which is what most player characters will be. And depending on setting, some people will be higher than average but that represents a few elite that very few can achieve. The best example being any professional sports player who would need a 14 or 15 skill just to qualify. But at the same time, how many pro basketball and football players are there?
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12-05-2014, 10:09 PM | #19 | |
Join Date: Jan 2009
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Re: What's the default way to build a doctor in GURPS?
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12-05-2014, 10:21 PM | #20 | |
Join Date: Aug 2004
Location: Louisville, Ky
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Re: What's the default way to build a doctor in GURPS?
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200 hours --> 1 cp. There is no = in there, its a one way street. As an option, 200 hours of (non-adventuring time) training may gain a character one point in a skill. |
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