12-12-2012, 09:02 AM | #101 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: What's with the modesty about stats?
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12-12-2012, 09:14 AM | #102 |
Join Date: Apr 2005
Location: France
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Re: What's with the modesty about stats?
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12-12-2012, 09:17 AM | #103 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: What's with the modesty about stats?
Modesty aside, both Alternate GURPS issues were very strong. #34 and #44.
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12-12-2012, 09:36 AM | #104 |
Join Date: Apr 2005
Location: France
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Re: What's with the modesty about stats?
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12-12-2012, 11:02 AM | #105 | |
Join Date: Mar 2006
Location: Iceland*
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Re: What's with the modesty about stats?
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If the given task is something that he should realistically have a chance of performing without skill, the odds are pretty good that it's either very easy (high positive TDM), something that the character is already familiar with, even if he lacks skill, or both. Indeed, I'd say that most Driving instruction is actually not enough to give a point in Driving. Even the Dabbler Perk might require a bit more than a couple of lessons and a few afternoons of applying them. But if we say that a brand-new driver spent his minimal driving education obtaining a familiarity with the basic tools and tasks he's most likely to require, he not only has a decent chance of successfully driving under favourable circumstances, but we also have a way to distinguish him from someone whose default comes from watching cars on TV. Most people have tried doing stuff that requires a skill to do well, but they didn't pick up a point in the skill. That gives a default and it might be enough to avoid unfamiliarity penalties, if what they need to do isn't too far away from what they tried before. But defaults that don't come from actual experience, but simply from knowing that a given skill exists*, well, honestly, they probably should give a very poor chance of success at a difficult task, under pressure. *This extreme example of what defaults can represent is of course more-or-less directly from the Basic Set.
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12-12-2012, 11:04 AM | #106 | |
Join Date: Mar 2006
Location: Iceland*
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Re: What's with the modesty about stats?
Quote:
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12-12-2012, 11:17 AM | #107 | |
Join Date: Apr 2005
Location: France
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Re: What's with the modesty about stats?
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I learned to use pistols during army (national service) with only one weapon: the PA 9mm. But I did not learn to use it enough to have one point in the skill. I barely shot 100 ammunitions, at maximum, on a cardboard target and in the best possible conditions... And that's all! So, even if the study rules are designed for learning skill during the game (and not for reference during character creation) we are still far, very far from 200 hours of training with a master... A question rises then: why would I have no penalty at all if I tried to use another kind of pistol (a .45, for instance) while a master marksman would have the quite high -3? It is not really fair. Last edited by Gollum; 12-12-2012 at 11:34 AM. |
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12-12-2012, 11:28 AM | #108 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: What's with the modesty about stats?
I guess the rule I was thinking of is only in THS.
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12-12-2012, 11:47 AM | #109 | |
Join Date: Aug 2004
Location: Salinas, CA
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Re: What's with the modesty about stats?
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However, even so, the familiarity penalties are too high, IMO. If going from a pistol to a light machine gun is a -2 default, going from .45 to .40 shouldn't be that big a deal. I would halve them. But I am a heretic that thinks 4e has too many skills as it is. :)
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12-12-2012, 11:53 AM | #110 | |
Join Date: Jun 2008
Location: Milwaukee, WI
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Re: What's with the modesty about stats?
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Assumption: Real-World. This does not hold for games outside that And yet, Tactical Shooting describes a well-trained, regularly vetted and tested sniper as having a skill of 15. The best shooters in the world have a 16. You average beat cop isn't likely to have more than a 10. And why is that silly? A Professional Chemist, Doctor, or Call Center tech all have their skills at about 12. That's what professional means. the fact that being a doctor is harder than being a Call Center Jerk is covered under skill difficulty levels. Assume IQ 10: Call Center professional - Computer Operation -10 [1], Diplomacy-9[1], Fast-Talk-9 [1], Pro Skill: Call Center - 12 [8]*, Administration -9 [1] = 12 points Chemist - Chemistry-12 [12]*, Administration -9 [1], Secondary skill related to job: (Mathematics, Biology, Metallurgy, or Pharmacy) -10 [4], = 17 poiints Doctor: Physician-12 [12]*, First Aid-12, Surgery-8 [1], Diagnosis-12 [8]*, Physiology -11 [8] = 29 points Surgeon Surgury-12 [16]*, Physician-9 [2]. First Aid -11, Physiology -11 [4], Diagnosis-10 [4] = 30 points * Primary skills used. It takes nearly twice the number of points to become a pro doctor as a pro chemist. All of them have 12s. I did not add optional specialties - a surgeon would have one, in all likelihood. This is why a doctor spends 8 years in school, that and the fact that while Failing a Pro Skill: Call Center default is embarassing and may anger somone, failing a physician of surgery roll can kill someone The elegance is that an IQ 11 person learns much faster than an IQ 10 person - they get to professional level quicker. Same with someone with Talent - they breeze through med school, if they are a lsacker, then they have the same professional skill. If they buckle down, they become best in field. I will, however, add, that subjective level is also a distinction worth knowing. IQ + 2 and IQ +4 may both equal 12, but IQ+4 has a lot more experience.
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