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12-20-2006, 02:09 AM | #1 |
Join Date: Mar 2006
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The thing between [0] and [1]
..or in other words: (how) do you handle people with Skills better than default but worse than [1]* in your games?
*A single point here can make a difference of up to 5 skill levels.
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My GURPS tools: INDEX IMP, RANDOM MONSTER GENERATOR, Combat cheat sheets ONE and TWO.. ☼Online courses and free stuff on GM-ing☼ Last edited by Wicked Lurker; 12-21-2006 at 01:35 AM. Reason: removed "at VH Skills" |
12-20-2006, 02:15 AM | #2 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: The thing between [0] and [1]
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12-20-2006, 03:47 AM | #3 | ||||
Join Date: Mar 2006
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Re: The thing between [0] and [1]
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It can not model someone who has dabbled in a (single) skill for a bit, but does not justify a full point in it though.. Quote:
How would you justify this increase then (in bookkeeping terms)? Quote:
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Using quarter CPs in connection with 50 hours and -1 to skill level per 0.25 CP below [1] down to default sounds quite good. Do you use that one in your games? How well does it work? I am somewhat reluctant to use fractions of points since the 4e completely stays away from that now. Hey, but if it works well I'll use that.
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My GURPS tools: INDEX IMP, RANDOM MONSTER GENERATOR, Combat cheat sheets ONE and TWO.. ☼Online courses and free stuff on GM-ing☼ |
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12-20-2006, 04:05 AM | #4 | |
Join Date: Aug 2004
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Re: The thing between [0] and [1]
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Personal opinion: I don't like half-points, because there's a slippery slope aspect to them. If I can spend half a point on a skill, can I buy a partial level of Lifting ST, or round a modified advantage's final cost to the nearest half-point, or not drop the fractions from my Basic Move, or spend a half-point on Cultural Familiarity (Chinese) because of all the movies I've seen... I say, forget about it. It's a discrete scale for a reason, to make all our lives easier. |
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12-20-2006, 10:41 AM | #5 | |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: The thing between [0] and [1]
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Anyway, my overall point is that from my POV, scalability / continuity / fluidity is good, graininess is not good.
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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12-20-2006, 10:49 AM | #6 |
Join Date: Sep 2004
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Re: The thing between [0] and [1]
I'ld allow a perk to give a +2 to the default for a group of fairly wide related abilities.
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12-20-2006, 12:32 PM | #7 | |
Join Date: Nov 2006
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Re: The thing between [0] and [1]
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Heath Robinson ----- I created a jumbo-sized HeroQuest board from foam and I also built a case for a 55 inch TV to display animated RPG maps. |
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12-20-2006, 03:56 PM | #8 |
Join Date: Dec 2006
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Re: The thing between [0] and [1]
when our gaming group discovered gurps we took a communal effort to work out the rules, which resulted in an odd interpretation of the skills chapter, giving us the "0 point" level in skills.
this hasnt proved to be unbalancing since our group as a whole makes well rounded characters with only a few skills at this level, it helps define little sub points of characters, and works well in our games. our house rule works like this easy - 0 point level = att - 1 average 0 point = att - 2 hard 0 point = att - 3 very hard = no 0 point. |
12-20-2006, 04:15 AM | #9 | ||
Join Date: Sep 2004
Location: Münster, Germany
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Re: The thing between [0] and [1]
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It especially comes into play because I often count adventuring time as hours of learning for certain skills (for instance Survival or Hiking) at an appropriate conversion factor. If the PCs didn't have that skill before, they can slowly increase it that way instead of waiting for ages before they have acquired the 200 hours of learning for a full CP. |
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12-20-2006, 02:24 AM | #10 |
Join Date: Aug 2004
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Re: The thing between [0] and [1]
Well, a single point can make the difference between "Attribute+0" and "No Default", even... I haven't run into this problem, but I would say that if someone's received training in a skill, but not enough to justify 1 point, I'd give them an extra +2 bonus when not in stress, and doing something similar to what they've practiced. Sort of a familiarity thing. In a stressful situation, they'll just have to live with the harsh default.
(Not that I don't find the defaults harsh. Consider, for example, how hard it is to whack someone in the head with a hammer from behind, when he's not expecting it, and you have time to prepare - this has come up. Sounds easy, right? If you can hit a nail, you can hit someone's head? Well, you take DX-5 for not having a point in Axe/Mace, another -5 for trying to aim for the head, and you get +3 for evaluating him beforehand and +4 for taking an all-out attack. Congratulations, you're working on DX-3 for that one blow.) |
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