01-27-2018, 08:25 AM | #1 | ||
Join Date: Dec 2009
Location: Saint Paul, MN
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Improving skills from default
As far as I can tell, Adventurers doesn't explicitly have a section on improving skills from default. Under "Improving Skills Directly" (p. 70):
Quote:
The next paragraph, however, describes a different way of calculating it: Quote:
I'm not sure how to proceed. |
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01-27-2018, 08:53 AM | #2 |
Join Date: Sep 2004
Location: Montréal, Québec
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Re: Improving skills from default
From comments made outside the books, it is my understanding that this rule is not intended to be in DFRPG. You just buy skills starting at [1].
Look at templates that can start with both of two different weapon skills that allow a default, such as Broadsword and Two-Handed Sword on the Knight. There is no provision for saving points. However, the way your first quote is phrased allows the GM to make the call either way and still claim to be playing by RAW.
__________________
Per-based Stealth isn’t remotely as awkward as DX-based Observation. |
01-27-2018, 12:02 PM | #3 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Improving skills from default
Quote:
Of course it's still GURPS at the end of the day, so if the Players and GM want to add back in more complexity they are free to do so. |
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