10-20-2011, 12:37 PM | #71 | |
Join Date: Jun 2006
Location: Spain —Europe
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Re: [DF] Maximum Skill Levels?
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10-20-2011, 12:45 PM | #72 | |
Join Date: Apr 2010
Location: Land of the Britons
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Re: [DF] Maximum Skill Levels?
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EDIT: Aarruggghhh! There's so much here I want to read that I can't stop skimming around and actually read any of it! Is there any way one can just download pdf's into your head? I need a means of internalising this data quicker!
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...like a monkey with a wrench. Last edited by PseudoFenton; 10-20-2011 at 12:51 PM. |
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10-30-2011, 12:25 PM | #73 | |
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
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This thread is amazing. It definitely answers an old question that GURPS Martial Arts brought to me about the usefulness of invest dozens of points in techniques instead of just buy pure skill. According to what GURPS Martial Arts and Kromm already said in this forum, its better just to pick one or two preferred techniques and master it.
On the other hand, there's no infinity skill and no one will improve any skill ad infinitum. So, even if you have Broadsword or Two-Handed Sword 50+, its still great to have techniques like Feint, Counterattack, Disarm, some Targetted Attack or even a Combination. (Feint and Counterattack are my favorite!). So to me, a grand master warrior (swordsman, barehand martial artist, whatever) has not only massive investment on main skill, but also has techniques to buy off situational penalties (like Counterattack or Targetted Attack) or to increase main skill (like Feint or Arm Lock), so he can afford even highter penalties for even better deceptive attacks or extra very rapid strike. I also totally agree with Kromm and Dell'Orto. To be the "greatest swordsman that ever lived" is a valid concept and to put a skill cap is a way to say "Ok, now that you have skill 30 (DX 20 + skill+10), you're the greatest swordsman that ever lived". I don't like that because there might be someone somewhere better than you, making it a never-ending goal. Also, as said before, there're situations where even skill 40 can do nothing. In our previous session (a very cool Infinity Worlds game), we faced this thing. My character has Broadsword 20, Counterattack 20 and Feint 24, plus a balanced (+1 to skill) sword, Weapon Bond and Weapon Master (Swords) [35], for a total of effective skill 22. Now guess what: As you can see in the image, this creature is a flying monster, so if my character didn't have an automatic shotgun at hand and Guns (Shotgun) 15, he would spent most of his turns doing nothing. This is just a mere example. There are many more... Quote:
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01-22-2014, 07:35 AM | #74 | ||
Join Date: Mar 2006
Location: Iceland*
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Re: [DF] Maximum Skill Levels?
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As so many things (Deceptive Attack, Feint, Quick Contest) make relative skill levels important, I think that this is a fair use of Unusual Background. Tailor the amounts that add to the cost of the extra level of skill to make Greatest Swordsman Ever a viable concept, but still make things competative and interesting for other combat-focused concepts.
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01-22-2014, 08:53 AM | #75 | |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: [DF] Maximum Skill Levels?
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The guy with Axe/Mace-28 in my DF game is pretty awesome at whacking things, but that's all those points give him, so I suspect we won't say anything beyond skill 30 from him. And that just so he can say "I have skill 30" and put another -1 to defend on his double-tap to the skull Trademark Move.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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01-22-2014, 10:17 AM | #76 |
Join Date: Dec 2006
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Re: [DF] Maximum Skill Levels?
well, there's also the flashy swordsman route, using a default from combat art skills.
Presumably using a pretty style when one*could*just stab and slice... |
01-22-2014, 11:35 AM | #77 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Maximum Skill Levels?
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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01-22-2014, 02:24 PM | #78 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [DF] Maximum Skill Levels?
In my game, that is nearing 650 points right now, I capped skills at Attribute+10, before talents. The only exception to this is if you've got one of the Wildcard skills DF offers (Knight!, Swashbuckler!, etc). I also allow those skills to give "Wildcard" points as per Monster Hunters and Impulse Buys. This has allowed me to have some niche protection even at these high point levels (you can only buy the wildcard skill from your template, though if you take the mixing professions lens, and then go and buy enough stuff from the other template that you could be technically buillt with the other template - that is, you've got the stat minimums, the required advantages, enough other stuff to cover the optional advantages, and the required skills (by points, no by absolute value) - then you count as the other template too and get access to both the power-ups and the wildcard skill).
Caps are an interesting tool for the GM, because IME, they tend to make people try and reach the cap, even if they would otherwise not invest that heavily in that area. They also serve to make sure people don't invest too many points in one area, while not putting enough points in other areas - Capping skill has made people invest in strength instead, a net win for them. |
01-22-2014, 02:44 PM | #79 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Maximum Skill Levels?
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Granted, I'm not sure the scale of that campaign would suit every gaming group. My gang was fine with nominal "humans" dishing out 6d damage, wearing DR 12 armor, and dodging blows from monsters that could deliver 12d damage and that had DR 20 and HP 100. I could see some players disliking those stakes, or just being bothered by the unrealism of it all. Given that the PCs were the prophesied saviors of creation, and some were servants of gods, it fit what we were trying to do.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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01-22-2014, 03:00 PM | #80 |
Join Date: Mar 2013
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Re: [DF] Maximum Skill Levels?
Kromm, that's the point where all the PC's should look into becoming enchanters, so they can MAKE better enchanted weapons. Of course it helps if there's an enchanting system that allows people to make enchanted items without years of work
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Tags |
challenge, dungeon fantasy, kromm explanation, skill levels |
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