03-30-2014, 12:40 PM | #61 | |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: Talents & Martial Arts
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A Wildcard is pretty broad, and comes with its own pros and cons that won't suit all games. You might not want to have both in a campaign. Or be able to usefully benefit from both, if they are both in a campaign. I can see Talents as fitting into a niche that neither raw skill nor Style! covers, but it's a hard niche to have if you are trying to balance them all together. That's probably not a great idea - Style! makes zero attempt to price styles as anything other than a single skill, no matter how narrow or broad the martial arts style is. Talents would price out depending on the contents of the styles. I do like the idea of style talents, but I'm still pretty unsure of how I'd want to implement them if I used them myself.
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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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03-30-2014, 12:40 PM | #62 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Talents & Martial Arts
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Furthermore, even GMs who find such broad Talents unreasonable have no legitimate objection to such Talents posited as supernatural Powers, defined and flavoured with appropriate Limitations, e.g. as divine gifts (something proposed in GURPS Fantasy, but AFAIK sadly never touched upon again since then). |
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03-30-2014, 12:41 PM | #63 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Talents & Martial Arts
Does your setting have other similar Talents, for other character concepts? Or is Experienced a unique thing?
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03-30-2014, 12:43 PM | #64 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Talents & Martial Arts
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But sub-dividing the DX that GURPS has chosen to employ is a tricky business, and one that I'm glad not to have to be involved in. |
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03-30-2014, 12:46 PM | #65 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Talents & Martial Arts
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My own "least bad" fix, for the mess that is GURPS, is to raise the cost of DX and IQ to 25/lvl, and to have not three but four breadths of Talent, costing 6, 9, 12 and 15 CP, instead of 5, 10 and 15. And in fact there should perhaps be a 5th bread, 18 CP/lvl for ultra-broad Talents, in my scheme. Either way, the intent is for the narrowest Talent grade to be used sparingly. |
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03-30-2014, 12:48 PM | #66 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Talents & Martial Arts
I don't think anybody is saying it is a waste to buy Attributes, but yes, many seem to agree with me that spending a lot of points on Skill is an unattractive choice for the player.
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03-30-2014, 12:49 PM | #67 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Talents & Martial Arts
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If you want to posit a Talent to all Unarmed skills, then call it Unarmed Talent, not Martial Arts Talent. |
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03-30-2014, 12:55 PM | #68 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Talents & Martial Arts
The agony of not wanting to go over the threshold of 6 skills in the Talent, is exactly why my proposed "least bad" solution does not have the next-higher breadth of Talent cost 100% more than the lowest one, but only 50% more.
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03-30-2014, 01:00 PM | #69 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Talents & Martial Arts
I'd like for all Talents to have the "theme" of an underlying raw function that the character is innately well suited for, but GURPS Characters violates that concept already in the core book.
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03-30-2014, 01:00 PM | #70 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Talents & Martial Arts
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martial arts, skills, talents |
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