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#51 |
Join Date: Nov 2009
Location: Albuquerque
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They are already against using talents to improve groups of combat skills, (for "balance" reasons.) Or at least that was the line a long time ago. I don't think that would have changed by now. Though I could be wrong. . .
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#52 |
Join Date: Feb 2005
Location: Berkeley, CA
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Yes, but I wasn't responding to 'they'. I was responding to Bruno.
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#53 |
Join Date: Aug 2004
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Following up on my last post, here are how your skill list addresses the various Challenges, to the best of my knowledge:
Animals: Animal Ken Combat: Marksmanship, Melee, Thrown, Unarmed; War? Communications: Wordsmith? Crafting: Arts, Crafts Deceit: Deceit Detective Work: Investigation Esoterica: Occultism Establishment: Bureaucracy, I guess. Exploration: Outdoorsman (when navigating in the wild) Inventing: Crafts, most likely. Medicine: Biotech? Military: no clue. Mobility: Athletics Money: not really covered. Nautical: unsure. Outdoors: Outdoorsman Performing: Arts Plants: Outdoorsman Research: Investigation, Science Sabotage: Larceny? Crafts? Science: Science Security: not sure. Sneaking: Stealth Social Engineering: Charm, Provoke, Psych Social Sciences: Science? Space: unsure. Stealing: Larceny Streets: unsure. Technical Means: Larceny Transportation: Drive |
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#54 | |
Join Date: Aug 2004
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#55 | |
Join Date: Dec 2004
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That said, a while back I suggested using Talents to cover overall proficiency in a martial art (or multiple martial arts) and it met with a fair amount of approval including from at least one GURPS professional. So combat skills in Talents are risque but technically legal. |
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#56 |
Join Date: Jun 2013
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Thinking further, I don't think we should approach this as "How to merge the current skills together," but rather as an all new skill system that covers what's needed. Current rules would be converted on a common sense basis - if we've got an Agility skill or something that covers actions like jumping, tumbling, sprinting, etc, then naturally we'll use that in place of Acrobatics for tic-tacs, Acrobatic Dodges, kip-ups, and so forth.
What these skills should be, however, is a bit beyond me, although I have some ideas. I'll need to think further on them. Specialization should still be an option - in fact, I'd be inclined to have various methods and degrees of specialization. Assuming we stick with [4]/+1 once you're far enough above default (I'm actually leaning more toward [5]/+1, but I'm not certain how the buildup should be handled - maybe [1], [2], [3], [5], [5]/+1 but that seems to make price jump too quickly), I could see something like the following system. First off, specialization can be Broad, Moderate, or Narrow. Exact definitions are up to the GM - Broad would typically cover multiple related skills in Basic Set GURPS, Moderate would typically cover a single skill (or a couple of skills with close defaults), and Narrow would cover a single use of a skill. When picking a skill, you may opt to specialize it in one of these categories. Whatever doesn't follow under your specialization is at -3 to skill. Whatever does is at +1 for Broad, +2 for Moderate, and +3 for Narrow. Optionally, you can get a further +2 to your specialization by having your skill not apply at all to uses that aren't covered by it - a character who hyperspecializes his Melee skill to cover Thrusting Broadswords and only Thrusting Broadswords is at +5 to use such, but lacks the ability to use other weapons or fight unarmed at better than Default. Following this, you may opt to "buy up" a specialization (which must be covered by whatever the skill you purchased specialized in, if anything). Broad cost [3]/+1, Moderate cost [2]/+1, Narrow cost [1]/+1. You may only get up to a +2 from any given specialization at this point, and the total bonus here cannot exceed +4. A character who has an unmodified Melee skill at 14 could spend [4] for +2 when using Swords (moderate) and [2] for a further +2 when using Thrusting Broadswords (narrow), for example, giving him skill 14 for most weapons, skill 16 when using a sword, and skill 18 when using a Thrusting Broadsword. It's likely appropriate to require some minimal investment in a skill before any specialization is available; spending at least [4] in the skill seems appropriate. |
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#57 | |
Join Date: Nov 2009
Location: Albuquerque
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#58 |
Join Date: Sep 2004
Location: Montrιal, Quιbec
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I'm nearly certain that "don't make a Combat Talent" was just a false alarm in early 4e design, that's long proven unneeded.
You don't break GURPS by having sixteen weapon skills at 18, you break it by having one at 32. +1 DX -0.25 Speed gives you way more than a 15-point combat talent anyway. The only problematic version is probably a 5-point Talent covering Karate, Judo and your melee and ranged reason all at once (in a campaign where this is even relevant), but that's for the GM to turn down, much like he would turn down your talent for Stealth, AK, Survival, Engineering, Armoury and Thaumatology, no matter what you call it. Hint: You can tell a player-created Talent is broken because they try to start with four levels. At any rate, the prohibition will officially stand because it's on the books, but it's pretty safe to say it shouldn't stop anyone. |
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#59 | |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Because Attributes and skills can always be raised down the road, but sometimes you're stuck with exactly those Advantages you define yourself as having at the outset.
__________________
Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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#60 |
Join Date: Feb 2005
Location: Berkeley, CA
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Hint: almost all talents are things you want either 4 or 0 levels of.
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Tags |
alternate gurps, house rule, skills |
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