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Old 12-13-2005, 04:05 PM   #1
AmesJainchill
 
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Default Basic GURPS Twinking Strategies?

What are some simple ones?

Instead of buying up a lot of skills or the appropriate stat to high levels, you could buy the appropriate Talent cheaper.
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Old 12-13-2005, 04:24 PM   #2
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Default Re: Basic GURPS Twinking Strategies?

Quote:
Originally Posted by AmesJainchill
What are some simple ones?

Instead of buying up a lot of skills or the appropriate stat to high levels, you could buy the appropriate Talent cheaper.
Depends on the number of skills the talent covers and the levels of those skills relative to their governing attribute. We'll assume reaction bonuses don't mean much to you and that your GM skips through training allowing you to simply spend points on skills when you get CP. No real benefit for either of the other two positive aspects of Talents. You're getting the talent for the skills bost.

Example: Smooth Operator costs 15 pts and covers 14 skills. If you bought all 14 skills at one point and purchased one level of the talent you lose out by one CP. You could raise each of those skills by 1 level for 14 points.

Once the jump goes from 1 pt per increase in skill to 2 or 4 pts, talents do much better.

Selling off excess fractinal basic speed is a decent trick. 5 to 15 extra points.

HT! is a bargain. No extra fatigue, [3] no bonus to move [5], but at 2 pts per level, it's cheaper to raise your HT roll vs anything and everything that is based off of HT than to pay 2 pts per level for Hard to Kill and and another 2 pts per level for Hard to Subdue etc.
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Old 12-13-2005, 05:01 PM   #3
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Default Re: Basic GURPS Twinking Strategies?

  1. Stats
  2. Modular abilities
  3. Allies
Twinking in 4e
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Old 12-13-2005, 08:26 PM   #4
AmesJainchill
 
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Default Re: Basic GURPS Twinking Strategies?

Quote:
Originally Posted by Captain-Captain
HT! is a bargain. No extra fatigue, [3] no bonus to move [5], but at 2 pts per level, it's cheaper to raise your HT roll vs anything and everything that is based off of HT than to pay 2 pts per level for Hard to Kill and and another 2 pts per level for Hard to Subdue etc.
Nifty. Thanks.
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Old 12-13-2005, 10:07 PM   #5
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Default Re: Basic GURPS Twinking Strategies?

Spend some points on Games, Hobby Skill(s), and everyman skills (Area Knowledge, Driving, etc). Making your character more of a person may help cover your tracks.

Such as when you're using my Engineering trick. Said trick works with other skills having many skills defaulting to them.
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Old 12-14-2005, 03:25 AM   #6
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Default Re: Basic GURPS Twinking Strategies?

Submit a new talent to your GM that covers all the skills you find necessary.
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Old 12-14-2005, 03:59 AM   #7
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Default Re: Basic GURPS Twinking Strategies?

Abuse skill defaults by putting extra points in the most commonly used skill in a group (or the one which gives better defaults to others), and none in the rest.

Example 1: Guns(Rifle) at very high levels gives you excellent G(Pistol), G(Shotgun)... and decent G(LAW), G(Grenade Launcher), Beam Weapons(Rifle), etc.

Example 2: Defaults in Piloting are not symmetric. One of the specialisations (Helicopter? I don't remember off-hand) doesn't have good defaults itself, but most other skills default to it.

Of course, you can combine this with DryaUnda's tip: Hobby skills are perfect to get rid of familiarity penalties! (while in the range, you get to try out a lot of guns...)
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