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 01-08-2019, 12:09 PM   #91
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Making Skills Matter Again

Quote:
Originally Posted by Gnome View Post
Aren't they? The only restriction is that the group be thematically related (GM's call).
RAW, they aren't things you learn, and they have weird secondary bonuses such as reaction modifiers.
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Old 01-08-2019, 12:21 PM   #92
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Making Skills Matter Again

Quote:
Originally Posted by Gnome View Post
Aren't they? The only restriction is that the group be thematically related (GM's call). If someone wants to be good at sword, knife, throwing (knife), and fast-draw (sword), I would have no problem with a Lengthy Blades Talent aiding all of these skills.
Talent has baggage about being "a natural aptitude for...skills."

It's probably possible to reframe most or all of the associated benefits as equally befitting an acquired aptitude for the skills, though.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 01-08-2019, 12:43 PM   #93
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Making Skills Matter Again

Quote:
Originally Posted by tbone View Post
What it's unfortunately not so good at is the multi-skill specialist with several high-level skills based on plain old experience/training in the skills, not talents or general ability.
A fix for this, which I'm warming to with experience, is to allow characters to buy Talents in a group of skills that they've used a lot. Yes, it breaks the idea that Talents are "inborn aptitude," but it doesn't seem to break anything else.

Allowing it for "Talent-like advantages," such as Charisma or Voice, probably works too, but I have less experience with that.
johndallman is online now   Reply With Quote
Old 01-08-2019, 01:10 PM   #94
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: Making Skills Matter Again

Quote:
Originally Posted by johndallman View Post
A fix for this, which I'm warming to with experience, is to allow characters to buy Talents in a group of skills that they've used a lot. Yes, it breaks the idea that Talents are "inborn aptitude," but it doesn't seem to break anything else.
Back to School, p. 10, mentions this as an option that a GM could allow, though noting that it's hard to justify in a realistic campaign. It suggests that superscience educational technology might confer a Talent.

That same page also has rules for "point conversion," turning points in a group of skills into points in a Talent that covers them, with requirements for how many different skills you have to have points in.
__________________
Bill Stoddard

I don't think we're in Oz any more.
whswhs is online now   Reply With Quote
Old 01-08-2019, 01:37 PM   #95
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Making Skills Matter Again

Or, alternatively, you can just increase DX. That is always my problem with Talents, a 15 CP Talent is usually a lot less cost effective than just increasing DX or IQ. Multiple Talents are just useless unless they stack, like Allure and Musical Ability for Singing, in which you end up with someone with Singing-24 if they also have HT 12 and Voice.
AlexanderHowl is offline   Reply With Quote
Old 01-08-2019, 02:53 PM   #96
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Making Skills Matter Again

Quote:
Originally Posted by whswhs View Post
Back to School, p. 10, mentions this as an option that a GM could allow, though noting that it's hard to justify in a realistic campaign.
Once again getting back to the problem that it's deprecating something that should be absolutely standard and unexceptional.
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Old 01-08-2019, 03:01 PM   #97
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Making Skills Matter Again

A nice benefit of bundling your skill points into talent instead of attributes is that that way they don't get yanked out from under you if you have to roll the skill based on a different attribute.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 01-09-2019, 12:14 AM   #98
dataweaver
 
dataweaver's Avatar
 
Join Date: Aug 2004
Default Re: Making Skills Matter Again

There's always “Talents as Training” from Power-Ups 3: Talents (pp.25–26). It depends on a suitable Template existing in the setting; but it allows you increase the cost-effectiveness of what that Template is designed to do considerably.
__________________
Point balance is a myth.[1][2][3][4]
dataweaver is offline   Reply With Quote
Reply


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 12:48 PM.


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