01-14-2015, 01:32 AM | #21 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Cost of HT.
In the Star Trek RPG I have, everything is about skills with species abilities and attributes coming in a distant second.
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01-14-2015, 05:39 AM | #22 |
Join Date: Feb 2014
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Re: Cost of HT.
The irony of the setting being that the Eugenics Wars resulted in a highly successful engineered human genome, but any further specific tailoring was taboo.
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01-14-2015, 07:58 AM | #23 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Cost of HT.
I would not called the genome that came out off the eugenics war highly successful given it results in a strong proposition to both paranoia and violence to the point of their social group keeps imploding.
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01-14-2015, 08:36 AM | #24 | |
Join Date: Sep 2007
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Re: Cost of HT.
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GURPS leans heavily toward the omnicapable polymath as the build for just about every concept. Very rarely do I see more than 4 points in a skill. "Highly trained" people just have great stats (unless of course you add rules just to force the builds to cost more CP with stat caps or separate attribute/skill pools or whatnot). |
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01-14-2015, 08:49 AM | #25 | |
Join Date: Aug 2007
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Re: Cost of HT.
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There might b a few but they are very obviously NPCs in game terms. They wouldn't usually make good PCs either. Surprising competence in areas not trained in is also very common. Piloting of never before seen vehicles or fighting with never before seen weapons. Raising and leading armies for completely no-military characters too. Even when seen in things like Trained By a Master training sequences long and intensive training usually nets rewards in multiple Skills and even Primary and Secondary Attributes.
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01-14-2015, 09:28 AM | #26 | |
Join Date: Jan 2006
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Re: Cost of HT.
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But I think the following also needs to be said: Tweaking points vs. utility in GURPS is highly situational and probably not a good use of your time. Notable exceptions: A. You are fixing something that is actively broken and painful in a game you are actually running. B. You are designing a new ability. C. You find that sort of thing fun. (This applies to a lot of us here. Still applies to me, somewhat.) CPs are a fun part of GURPS, but worrying about them too much gets in the way of the RP part of the RPG. Imagine you're playing Legos with your friends with an agreed upon $150 budget. Is it more important that you have the most bricks? Or the biggest final toy? I think you'd do better to make something fun and cool that fits in with what your friends are building. Similarly, it is probably not worthwhile to make house rules where bricks that are $0.50 on list count as $0.75 for the budget. Makes things needlessly complicated, unless it applies for one of ABC above. |
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01-14-2015, 10:07 AM | #27 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Cost of HT.
Quote:
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01-14-2015, 10:19 AM | #28 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Cost of HT.
Not entirely. If there is one skill you want to be badass at, raising it through the roof makes sense. However, once you reach 2-3 skills you probably want to take stats.
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01-14-2015, 04:46 PM | #29 |
Join Date: Feb 2013
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Re: Cost of HT.
You mean Latin?
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01-14-2015, 07:18 PM | #30 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Cost of HT.
Star Trek evolution is nothing like that of the real world. "Improving" society naturally leads to better, healthier, smarter, etc. people. irrespective of genetic alteration.
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Tags |
attributes, cost, house rule |
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