![]() |
![]() |
#41 |
Join Date: Feb 2005
Location: Berkeley, CA
|
![]()
If you were to then go and delete all the skills, sure.
|
![]() |
![]() |
![]() |
#42 |
Join Date: Sep 2004
Location: Medford, MA
|
![]()
That's what people here are asking for. They want 25-50 "skills" so everything is easier.
I still say just have everyone choose three skills they name whatever they want that covers everything that fits their concept a la Over the Edge. 3 skills does everything they need should make the low-skills camp happy. My single dad character would have had: Ex-Cop Tough Guy Single-Dad as his three skills. Concept covered. Only three skills. Now if one really wanted to make this more like Over The Edge, you'd have to take one Incompetency. Gianni's would have been: Incompetency: Modern Technology. Personally, I like all the skills and find them in no way fiddly or too hard to remember. But if it is really all too much, just go the Over the Edge route. That will make character creation, really, really fast and easy. |
![]() |
![]() |
![]() |
#43 |
Join Date: May 2015
|
![]()
I'd tend to approach this by offering groups of related skills as a single thing that can be acquired and listed as one thing.
It could be anything group of skills, as long as it makes sense that a character would have learned them all to the same degree. E.g. Sword & Shield: Shortsword, Broadsword, Knife, Shield Physicker: First Aid (TL3), Physician (TL3) Farmer: Agronomy, Ax, Animal Handling, Polearm Roman Legionnaire: Spear, Spear Throwing, Shortsword, Shield, Knife, Hiking (It's sort of akin to the skill lists in Martial Arts styles, though of course those are used to potentially go hyper-detailed with maneuver sub-skills, rather than to simplify.) If detail is wanted, there should probably be some relative +/- to certain skills or tasks, since some of the component skills are easier or might be more featured by a typlical person with that skill group. And of course, each skill group would have a different cost per level of advancement. Which of course has the downside (for purposes of detail and of gratification/reward) that there are many points needed between each level of advancement of a skill group that includes many skills. This could also be used not just to simplify character sheets & creation, but also to provide a mechanic to offer some realistic discounts to related skills. The default rules always seemed a bit inadequate to represent learning related skills. I'd imagine that most detailed characters would have both skill groups and skills, and some points improving their level in one or two skills that are also in a skill group. For realism purposes perhaps more than for simplifying (or maybe not), maybe there would also be "Skill Fields" which would be all of the skills that are related to each other, and the total number of points in skills in such a field would result in some sort of default. All medical skills, or all melee skills, or all ranged targeting skills, or all language skills, or all artistic skills, or all social skills. Maybe this is the skill-learning side of Talents? If Talents are your innate gift in a type of skill, then maybe Skill Field learning represents how much you've learned about that field, and results in increased defaults and a slight skill bonus across the board? Perhaps this could somehow be balanced so as to be a balanced alternative to increasing IQ or DX? |
![]() |
![]() |
![]() |
#44 | ||
Join Date: Aug 2004
|
![]() Quote:
Your reliance on the familiarity rules is an example of the same sort of thing; though I'd argue that in cases such as individual sciences, arts, or crafts, it should take more than eight hours of exposure to a new one before you can reduce the unfamiliarity penalty. Heck, even the notion that a botanist even gets to attempt nuclear physics without months of exposure to it is suspect (though I can swallow that for the sake of minimizing the chances of overlooking something you really ought to have). Quote:
My own proposal was premised on the notion that customization can never get you higher than “base skill + 3” (for specialties and for techniques that lack caps as written), and frequently can't even get you past “base skill” or even less (most techniques start you out at a penalty and cap you at your base skill; a few start you out at a penalty and cap you at half that penalty). To me, “spend one point to raise a technique or specialty to its cap” is less fiddly than “spend one point per +X to a technique or specialty, up to a maximum of its cap” — and for most techniques, the difference between default and cap rarely exceeds 3 or 4 anyway. If you want to streamline it further, forbid techniques; then the rule becomes “a specialty costs one point and grants a +3 bonus; and you can't spend more than one point on a given specialty”. I still haven't gotten around to putting your list up against Template Toolkit's Challenges, and I still intend to do so. |
||
![]() |
![]() |
![]() |
#45 | ||
Join Date: Apr 2011
|
![]() Quote:
Many skills have considerable overlap. Where does Finance stop and Market Analysis begin? And how does Economics fit into the picture? They aren't so much separate skills as different balances between Current Events (Business), Mathematics (Statistics), and Economics. Then you get cattle-call skills like Merchant, which rolls together a number of distinct concepts, united only by the fact that merchants have them. This just screams "Style rules" to me. Styles are like a template in that they provide a nice guide to what skills you need whether you're a financier, operations manager, marketer, salesman, or entrepreneur. Then add the style-specific perk to account for that last little bit of domain knowledge that makes the analyst on wall street different from the finance professor.
. . * By points dump, I mean where you have to buy a long list of overlapping skills to fit your intended background, even though the skills you buy are unlikely to figure into a campaign. Per this quote: Quote:
|
||
![]() |
![]() |
![]() |
#46 | |
Join Date: Aug 2004
|
![]() Quote:
• Animals • Combat • Communications • Crafting • Deceit • Detective Work • Esoterica • Establishment • Exploration • Inventing • Medicine • Military • Mobility • Money • Nautical • Outdoors • Performing • Plants • Research • Sabotage • Science • Security • Sneaking • Social Engineering • Social Sciences • Space • Stealing • Streets • Technical Means • Transportation |
|
![]() |
![]() |
![]() |
#47 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
![]() Quote:
Quote:
That's definitely nice. |
||
![]() |
![]() |
![]() |
#48 | |
Join Date: Sep 2004
Location: Canada
|
![]() Quote:
My first impulse is just a 1/H vs 2/H split, but I think there's a torches-and-pitchforks mob out there for making the current -4 default penalty between modes even worse. My second impulse is balanced vs unbalanced, but where do you put stuff that was originally covered by wonky skills like Net, Whip, Garrote, and Shield? Never mind the Force <fnu> or Monowire <fnu> skills.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
|
![]() |
![]() |
![]() |
#49 |
Join Date: Feb 2005
Location: Berkeley, CA
|
![]()
Well, there's something to be said for having the master of multiple weapons be a coherent concept. If the problem is "4 points for +1 is too cheap", that's already a problem for Johnny One-Skill, and I might split into "melee attack" and "melee defense".
|
![]() |
![]() |
![]() |
#50 | |
Join Date: Oct 2012
Location: Ireland
|
![]() Quote:
If you reduced defaults between skills by a lot, and add a few more defaults for skills that don't have them, raising one skill would end up raising a lot more, and therefore it wouldn't be worth buying attributes for groups of related skills. |
|
![]() |
![]() |
![]() |
Tags |
alternate gurps, house rule, skills |
Thread Tools | |
Display Modes | |
|
|