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#21 | |
Banned
Join Date: Apr 2008
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But that's beside the point I was making anyway. My point was that you get a default without training, even a day of training is better than default by some (albeit perhaps sub-granular) amount. Last edited by Figleaf23; 02-17-2014 at 08:56 AM. |
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#22 | |
Join Date: Nov 2010
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Driving takes a little bit of practice (which is why it's average) so yeah if you want to get granular then that -5 isn't going away all at once maybe subtract -1 per day of practice or every other day. I can say this though, in practice I don't think I would ever get so granular, at least I haven't had to yet. |
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#23 | |
Join Date: May 2008
Location: CA
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Those familiarity penalties are the things that eliminate the -6 in penalties that you'd get for never driving a vehicle before when you get 8 hours of practice. You'll still have the normal -5 default penalty, but at least you won't be at -11 to your roll! |
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#24 |
Join Date: Nov 2010
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I'll stick to using the skill defaults as written, which is more than enough penalty for performing untrained tasks. (Part of the reason the default penalties as written don't bother me more is because you have the option of taking extra time or in the case of combat making telegraphic attacks to compensate).
My players would revolt if I started sticking them with -11 penalties for attempting untrained skills (and rightfully so in my opinnion). I agree there are some things that you simply cannot attempt if you have no training, things that fall into the hard and very hard categories are excellent candidates. If someone says I'm going to chart a navigational course and doesn't have any skill in math/trig/cartography or something, I'm going to be like, sorry, but you don't have the required background. |
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#25 | |
Join Date: May 2008
Location: CA
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#26 | |
Join Date: Nov 2010
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Edit: I don't think there is a player in this forum that follows every rule in the gurps books. Your telling me that to ignore even a single rule makes it "house ruled" gurps. If that's the case then that's what we are all doing. Also, I've seen people try to use every rule in every book without applying common sense, the result is not pretty. Last edited by pfharlock; 02-17-2014 at 02:25 PM. |
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#27 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Most believable people have several Dabbler perks (Power-Ups 2: Perks, p. 16). Every year, they add more . . . or, more likely, they rotate the skills in the handful of perks they have, as they forget skills that sit unused and/or improve favorites into full-fledged, standalone skills. I'd give everybody at least one practical perk (for stuff like driving and shooting) and one hobby perk (for everything else), and real keeners might have an extra one.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#28 |
Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavík, Iceland
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Automatic or stick shift?
How long is that day? |
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#29 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Can you teach someone to drive well enough in that day that they can hop in a squad car and chase a fugitive at 100mph on busy downtown streets? Or in an M-RAP on a military convoy under combined assault from HMGs, RPGs, and IEDs on a winding mountain goat trail in Afghanistan? Because that's what the GURPS Driving skill does.
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#30 | |
Join Date: Nov 2010
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I have not tossed in the towel on shooting which is an easy skill. Who teaches people how to shoot in a combat situation in a day, try the US military. (Specifically I'm thinking the air force here). There's a post I made awhile back where I explain it. Not saying they come out delta force commandos, but they come out with a basic ability to hit man sized targets at 100 yards. That sounds like 1cp skill to me. |
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Tags |
familiarity, guns |
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