12-01-2020, 04:34 PM | #51 |
Join Date: Feb 2016
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Re: Late TL8 skills (almost) everyone has
Yes, I can guarantee you that the average high school student would make a criminally incompetent engineering (among other things). In my own case, I have never really had a time where I have not been forced to improve, so I feel that I have a number of academic skills at (Attribute)+2, such as Anthropology, Criminology, Research, Sociology, Teaching, Writing, etc. It is just the consequence of spending a couple of decades in academia.
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12-01-2020, 08:51 PM | #52 | |
Join Date: Mar 2013
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Re: Late TL8 skills (almost) everyone has
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12-01-2020, 09:06 PM | #53 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Late TL8 skills (almost) everyone has
The skill involved isn't computer operations -- it's whatever you're using the computer as a tool to accomplish.
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12-02-2020, 03:41 PM | #54 | |
Join Date: Apr 2019
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Re: Late TL8 skills (almost) everyone has
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A story where "a bunch of random village kids age 15ish that get thrown into an adventure that will forever alter the world as we know it" is going to have a different flavor than a Supers Campaign where your relative ability compared to "Average_Joe_017" is way off the charts. Either way the only real comparison in a game is your abilities relative to your challenges. 250pt soldier against a 500pt demon is probably going to end badly for GI Joe. OTOH that same 250pt soldier against a group of 80pt alley thugs will probably come out ok. In neither scenario was it really important what point value the "everyman" has, thats why I dont stat out the barkeep, or the valet, or the clerk, or the police officer that gets encountered through the course of the adventure. Its an interesting question, but it just doesnt matter to the vast majority of game play. The "everyman" doesnt really matter after the game starts. Thats also why when you try to stat yourself as a PC it doesnt really work. Number one, there are a huge number of variables that go beyond "simple game mechanics". Number two, even in GURPS there is some pretty hefty wiggle room where words like "competent" or "average" or "adventuring conditions" get used as though they represent a quantifiable absolute (again relative to game play this is fine, relative to reality simulation this would be horribly lacking). Number three, a stat is a comparison to some sort of "Average" but in reality average doesnt break down to a number between 0 and 20. Nor does the sum of our ability fit neatly into one of four categories ST, DX, IQ, HT. The largest disconnect is when you imagine yourself as a PC in this adventurous situation, vs actually finding yourself upside down in a car that is slowly filling with water. You are the sum of ALL of your experiences up to that point. Your not limited by an arbitrary game mechanic. GURPS is great but it cant predict the outcome of that situation, its not a life simulator, its a complex game system for role playing :) I do try to envision my average "everyman" (or tiers of "everyman") before I decide the points the PCs will start with, because it gives me an idea where they stand on the ladder of exceptionalism. But once the game starts its only relevant if its meaningful to the PCs, and makes their story make sense. Example starting 200pt chars that come from a medieval farm where the highest value NPC in the area is the local lord thats a 100pt char and most of the commoners are 40-70pt doesnt make a lot of sense really (unless the vast majority of that value is main stats and not skills or status/rank type advantages). Likewise it doesnt seem to make much sense that your PCs are 100pt chars in a high school populated with 150pt students. PCs should be exceptional, but its relative to what your world represents as average and you determine is exceptional enought. PCs should be the heroes of the story, thats sort of the point. Unless its not .... |
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12-02-2020, 04:17 PM | #55 |
Join Date: Feb 2016
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Re: Late TL8 skills (almost) everyone has
Stranger Things involved a bunch of eleven year olds who saved the world in the first season, and they had noticeable skills (Bicycle, Electronic Operations, Games, Hobby Skills, etc.). One or two of them actually had a few unusual skills as well, such as Explosives (Fireworks), which reminded me a bit of my childhood in rural NC during the late 80s/early 90s. And then you had Eleven, who manifest abilities related to Dimensional Travel, ESP, Psychokinesis, and Telepathy, though that is abilities rather than skills.
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12-02-2020, 08:02 PM | #56 | |||
Join Date: Jul 2007
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Re: Late TL8 skills (almost) everyone has
Per Infinite Worlds:
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-- Burma! Last edited by cptbutton; 12-02-2020 at 08:06 PM. Reason: Adding links to old threads |
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12-02-2020, 11:19 PM | #57 | ||
Join Date: Aug 2018
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Re: Late TL8 skills (almost) everyone has
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If "incompetent in all skills" is the baseline of newborns in many skills then I guess buying that off could be seen as introductory learning via basic education. Or starting off with maxed Anti-Talents and buying those off. Quote:
I don't know if it would actually be possibly to gain Familiarity with relying on a default, isn't at least 1 point needed to "have" a skill? Might not even be possible with Dabbler. Also I think most people's ability to operate computers reflects more than eight hours of practice... |
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12-03-2020, 04:40 AM | #58 | ||
Join Date: Mar 2007
Location: Sydney, Australia
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Re: Late TL8 skills (almost) everyone has
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It's amazing how the system has weathered multiple transitions in industry economics and gamer taste. While it's in a different place to the days when there was a softcover release every month, it actually seems more focused now. |
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