05-23-2014, 06:01 AM | #20 | ||
Banned
Join Date: Oct 2007
Location: Europe
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Re: Another idea for the old skill VS Attribute conundrum
Quote:
I do think part of the way forward, for GURPS, is to formally and explicitly reduce Human variety, so that superHuman is defined to start not at DX/IQ 21 but at something like DX/IQ 16. And keep in mind, I'm talking about a change to the character creation rules, not a change specifically to the player character creation rules. (HT might well benefit from a similar reduction in variety span.) Quote:
GURPS uses a different skill scale, where skills don't start from zero, and furthermore where a +1 bonus is not so meaningful. But if one wanted to encourage the putting CPs into skills, one could say that any character gets a free +2 specialization once he has put 8 CP into a skill. Possibly even a 2nd one at 20 CP although I'd advise caution here, simply for reasons of character sheet space and readability. A specialization can be anything that isn't the core use of the skill, for instance generic attacking isn't a valid specialization for a weapon skill, but generic parry might be. A particular form of attacking could also be, such as one form of All-Out-Attack or possibly even all forms. Or any attack that requires expenditure of Extra Effort FP. The downside of that is that it creates a break point that players will want to reach, but then once they've reached it, they don't have much incentive to continue going further. |
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Tags |
alternate gurps, attribute, attributes, house rule, skill cost, skills |
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