05-16-2014, 04:32 PM | #31 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Capping Skill Default Levels
Okay, "hypothetical GMing" then; you're worried about potential outcomes. If you're designing characters to reference while writing a story or some other non-standard usage of GURPS, read accordingly such as "properly setting the scene and describing the action."
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Not liking the Skill system in general is something of a "separate matter". I know it isn't perfect, but I've seen far, far worse. *Why resist, true believer! ;)
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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05-16-2014, 04:45 PM | #32 | |
Join Date: Nov 2011
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Re: Capping Skill Default Levels
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I don't think that Character B should only suffer penalties when fighting Character A. If his defaults are too high then they are too high no matter what his opponent is doing. On the other hand if his defaults aren't too high they are still acceptable when fighting against Character A. The only reason penalties should appear because of what is actually happening is if it's actually harder than other situations. Throwing in penalties to fix a general problem only when it becomes highly apparent is a bad strategy. |
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05-16-2014, 07:19 PM | #33 | ||||
Join Date: Jun 2013
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Re: Capping Skill Default Levels
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Again, we'll have to agree to disagree. If for some reason a player wanted to build a Musashi-clone who had never touched a Polearm-type weapon, I'd probably let them go back to their DX-based default with a Quirk (which would need to be bought off before they could start advancing in the Polearm skill). Alternatively, they could make it a flavorful Feature, wherein they'd simply suffer Familiarity penalties if forced to use a Polearm. I would not, however, make this state of incompetency the default. |
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05-16-2014, 09:09 PM | #34 | |||||
Join Date: Nov 2011
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Re: Capping Skill Default Levels
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If I'm being honest it's a bit cinematic to have a group of typical PCs hanging out together rather than dispersed around the world doing seperate things no matter how varied their skills, but while you can get rid of that it's inexpensive in terms of suspensive load as a convention of the medium. I'm fine with agreeing to disagree on this point though. Quote:
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05-17-2014, 06:41 AM | #35 | |
Join Date: Nov 2010
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Re: Capping Skill Default Levels
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That's why when you start buying up skills that have been raised using defaults, you only pay the difference. Example, legendary fighter shiro is a master of the katana at 24. Once he fought with a Chinese jian (which for the sake of argument will say defaults to katana at -4, I'm not sure if it does by the rules or not). So he swings this thing at a 20, the default. He decides he really likes the jian and decides to practice with it. If shiro wants to raise his skill to 21 he only has to pay 4 points rather than paying the truckload of points it would take to get it to 20 if he didn't have his katana skill. |
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05-17-2014, 07:11 AM | #36 |
Join Date: May 2009
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Re: Capping Skill Default Levels
...or he could spend 4 points and up katana to 25 and jian to 21.
I noticed the gcg requires one to have at least one point in a skill to buy techniques that default from it. That might be a useful thing to enforce. Does the technique feint (katana) default to feint (jian) in any way?
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Maxwell Kensington "Snotkins" Von Smacksalot III |
05-17-2014, 08:01 AM | #37 | |
Join Date: Nov 2010
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Re: Capping Skill Default Levels
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Interesting point though, you could probably spend one point in jian and even though you are still swinging at a 20 (ie the skill didn't go up) you could probably start using the techniques. (Please someone correct me if I'm wrong about which abilities you don't get from defaults, or feel free to mention what they are. That's a bit of crunch I don't have occasion to dig into much) Edit: also it's worth noting that I don't know if either katana or Jian are real skills, I made them up to serve as placeholders for two skills from the book that do default to one another. |
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05-17-2014, 10:42 AM | #38 | |
Join Date: Jan 2010
Location: Brighton
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Re: Capping Skill Default Levels
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The whole concept of defaults in general points to the idea that certain skills share fundamentals, and the the fact that some skills default more widely points to the idea that some fundamentals are widely shared. What a skill defaults to and by how much is an aspect of the skill just as its difficulty is. |
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05-17-2014, 01:59 PM | #39 | ||||
Join Date: Nov 2011
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Re: Capping Skill Default Levels
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05-18-2014, 06:02 PM | #40 |
Join Date: Mar 2013
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Re: Capping Skill Default Levels
When skill B defaults to skill A, by RAW all you need to do is put one point in the skill to be trained.
Also, even untrained I believe that you can use the techniques, but you can't raise them from default unless you are trained in the skill.
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