01-25-2015, 04:59 PM | #111 | |
Join Date: Apr 2006
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Re: Cost of HT.
Quote:
I agree with whoever said GURPS is stuck with a big skill list as long as it's a universal system. It would be relatively trivial to cut down a skill list for a single campaign; pick all the ones that matter and make everything else into a profession or hobby that might be useful once or twice a campaign. But you can't do that for every campaign simultaneously. |
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01-25-2015, 05:10 PM | #112 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Cost of HT.
Combat oriented games likely only have use for bang skills like Science! or History! but at normal cost for their very limited help.
But a hypothetical "solving mysteries man was not meant to know" games could use skills split into all sorts of sub-disciplines. You may know all about Ancient Egypt and that helped you a lot last adventure facing Imhotep's Ka, but today's monster came from alien-Inca hybridization and only professor Peters understands that.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
01-25-2015, 05:39 PM | #113 | |
Join Date: Aug 2007
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Re: Cost of HT.
Quote:
This would be similar t the way Hobby and Profession "Skills" are treated now.
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Fred Brackin |
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01-25-2015, 05:41 PM | #114 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Cost of HT.
I was using a simple rule: supernatural or cinematic abilities become advantages. Game-useful autohypnosis falls into that category.
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01-25-2015, 05:43 PM | #115 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Cost of HT.
No, it means that there's an indefinite skill category called Science, similar to a Profession, and which sciences exist is up to the GM and/or players (if a player wants to specialize in some obscure field that the GM hasn't heard or thought about, he's free to put it down on his character sheet. It may never actually get rolled, of course).
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01-25-2015, 05:44 PM | #116 | |
Join Date: Aug 2007
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Re: Cost of HT.
Quote:
I think I might make Accounting and Administration Professional Skills. Alchemy and Armoury would be Craft Skills.
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Fred Brackin |
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01-25-2015, 06:02 PM | #117 |
Join Date: Apr 2006
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Re: Cost of HT.
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01-25-2015, 06:08 PM | #118 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Cost of HT.
No, because you're eliminating special case rules and rules text, and you're actually making it more generic, because the actual way sciences are divided is setting-dependent.
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01-25-2015, 06:48 PM | #119 | |
Join Date: Apr 2011
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Re: Cost of HT.
Quote:
To me, collapsing the sciences into Science skills (as we have Expert Skill and others) is still useful even though you're right that . It takes a mishmash of traits and distills them into one regular set of rules. It makes for both good formatting and helps us group them and treat them collectively for rule purposes. It makes the game neater, and games benefit from the resulting clarity. With that said, Architecture in particular isn't so much a science as a design/crafting skill. There are plenty of other options that will work well in GURPS for consolidation. Certainly the business skills (finance, market analysis, economics) have a ton of unnecessary overlap. (And BTW, you can have Science as one skill- it's called Science! It's not absurd, just appropriate only in a certain style of game. ) (Edit: Lots of people beat me to it. ) |
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01-25-2015, 06:52 PM | #120 |
Join Date: Aug 2007
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Re: Cost of HT.
You appear to have ignored the part where I said that the list of exactly which Science Skills are available is controlled by the GM and there is no list of Canonical ones in the corebook. Just like for Hobby and Profession.
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Fred Brackin |
Tags |
attributes, cost, house rule |
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