12-16-2018, 12:08 AM | #21 |
Join Date: Oct 2005
Location: Ronneby, Sweden
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Re: Making Skills Matter Again
One could use point buckets (Pyramid 3/65) for CP rewarded during play as well as creation. If the stat CP ratio is low the players will have to spend more on skills. And sure they could spend 1-4 points in lots of different skills to maximise stat effects but most players want to be really good at a few skills and if buying the skills directly is the only game in town...
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12-16-2018, 01:36 AM | #22 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Making Skills Matter Again
Quote:
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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12-16-2018, 08:12 AM | #23 |
Join Date: Feb 2016
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Re: Making Skills Matter Again
Point buckets just force people to purchase specific traits with CP, they do not make those traits matter more. For example, compare two 500 CP mundane characters, one where 250 CP of their points had to be put in skills and techniques and one not so limited. The latter character would be much more competent generally, as they could easily have an additional 200 CP in attributes, secondary characteristics, advantages, and perks than the former character (an effective difference of +4 DX, +4 IQ, and +4 HT).
Now, capping the benefit from experience to half the penalty of the roll, rounded down, would be acceptable to me. A character with skill at Attribute+10 would only gain the full benefit of their experience when their penalties are at -20, but I think that would be fine, as it would still be a difficult roll at an effective penalty of -10. Of course, characters would still gain the benefits on High Pain Threshold, Night Vision, etc., but that only make them even more competent (in the example given of a -37 penalty, the character would only suffer an effective -13 penalty to hit with those two advantages and the modified house rule). |
12-16-2018, 10:34 AM | #24 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Making Skills Matter Again
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With the occasional Johnny One-Skill popping up here and there. |
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12-16-2018, 10:48 AM | #25 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Making Skills Matter Again
If you want?
One of the things I learned early on as GM thanks to a now deceased player of mine... When points are awarded... No more than 1 point may be awarded to any skill, attribute, or advantage unless the thing in question was used during the session. In a GURPS 4e session, that means that the player has to have made 20 separate session uses in which the stat itself was rolled against. If a player had been using Psionics, the power had to have been used a number of times in which 1 point per session would be enough to raise that power. I let it slide that points not used in game play were banked until he had 40 points. Then he went from barely affecting people with telepathy to being able to affect people from a FAR distance. The only time I relax this rule is when the players are awarded NPCs as contacts or allies or what have you. In that regard, players wouldn't be involved with "bucket" expenditure rules (although, in a way, it is a bucket style rule). I also permitted players to track "crits" - whether successes or failures in any given roll. Why? If their skill were a 14 or less, the crit awarded an automatic experience award. Didn't matter if failure or success, as we learn from our failures as much as from successes. It has worked for over two decades now... |
12-16-2018, 12:54 PM | #26 | |
Join Date: Oct 2005
Location: Ronneby, Sweden
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Re: Making Skills Matter Again
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12-17-2018, 05:11 AM | #27 |
Join Date: Oct 2013
Location: Mülheim an der Ruhr
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Re: Making Skills Matter Again
Another option is charging Unusual Background for higher attributes.
as an example Att. UB Total 11 0 20 12 0 40 13 5 65 14 15 95 15 30 130 16 60 180 and you can change the UB as you see fit. you only get high attributes if you are specialized. |
12-17-2018, 07:24 AM | #28 |
Join Date: Feb 2005
Location: Psionic Ward
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Re: Making Skills Matter Again
One thing that can really help with this is familiarity penalties. I'd expect somebody using default would be unfamiliar with everything involved, and thus suffer additional penalties on top of defaulting. This essentially moves the "professional attribute" level a few rungs higher, but IMO that higher level of attributes is more believably good at literally everything.
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12-17-2018, 08:00 AM | #29 |
Join Date: Feb 2016
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Re: Making Skills Matter Again
Exactly how does this make skills matter more? It just makes attributes more expensive without making skills worth more. Even if DX 16 costs 180 CP, it is still better to purchase DX 16 and ten Average DX-based skills at DX (200 CP) than to purchase DX 12 and ten Average DX-based skills at DX+4 (200 CP) because of the associated +4 bonus to DX rolls, +4 to DX-based defaults, and +1 Basic Speed.
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12-17-2018, 08:37 AM | #30 | |
Join Date: Jan 2006
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Re: Making Skills Matter Again
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There are all sorts of possible tweaks if this annoys you, many discussed in this thread. Here are a few more:
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