01-25-2014, 07:05 AM | #1 |
Join Date: Sep 2004
Location: Montréal, Québec
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Alternate Abilities-like skills
Because a lot of rules systems encourage building one unstoppable signature move and spamming it all the time, I've been toying for years under various rules systems with making redundant abilities cheaper, to give a break to people who want to diversify.
In GURPS specifically, Alternate Abilities help this for advantages, but when it comes to skills, we face the further issue that raising attributes quickly becomes more cost-effective than raising even just a handful of skills. Here's something I've been considering for GURPS4, thinking of something like Action or Dungeon Fantasy. You'll have some flashbacks of 3rd edition. Combat skills are divided into three broad categories: Unarmed, Melee, Ranged. "Highest skill" here means whatever gets raised the most, not final skill level: Knife-15(DX/E) and Kusari-14(DX/H) means your "highest skill" is Kusari. Your highest combat skill costs 1/2/4/8/16/24/32. Your highest combat skill in a each other category costs the normal 1/2/4/8/12/16/20 All your other combat skills cost 1/2/4/6/8/10/12 Same thing with spells: Your highest spell costs 1/2/4/8/16/24/32. Your highest spell in a each other college costs the normal 1/2/4/8/12/16/20 All your other spells cost 1/2/4/6/8/10/12 Any must specialize skill with pays 1/2/4/6/8/10/12 after the first specialty. What, if anything, am I breaking... and how badly? Would it be much worse if the last cost went down to 1cp/level. I'm certainly considering it for more closely-related skills and spells. |
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skills |
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