Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 10-25-2019, 10:54 AM   #41
naloth
 
Join Date: Sep 2004
Default Re: Only while moving limitation with Enhanced Move (Second-Nature)

Quote:
Originally Posted by awesomenessofme1 View Post
But there are at least a few situations where you roll either against HT or an HT-based skill, including running.
Yes, generally HT is a better deal. It would be different if Running defaulted to HT-4, and you used that for all running rolls.

In 3rd, you added a fraction of the skill to your basic move. It was fairly useful for that.

Quote:
On the topic of Reliable, I genuinely don't understand why people have some kind of issue with it. There are plenty of reasons you might want to build a character that's very skilled with one ability without being especially intelligent/strong-willed/broadly talented/etc.
It's about how the cost is assessed. Yes, you should be able to raise your activation/skill for an ability independently. I would not base that cost on the cost of the ability. It creates situations where it is a bargain for some abilities, too expensive for an ability you have lots of levels in, and disagrees with the rate you'd pay in flat costs to normally get a +1.
naloth is offline   Reply With Quote
Reply

Tags
second-nature, warp


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:39 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.