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Old 08-27-2017, 07:03 AM   #21
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Default Re: Dungeon Fantasy RPG template formatting

This is a really natural notation for folks who have played games in the World of Darkness style, where (hypothetically) any skill can be used with any of the nine attributes. If a hypothetical 5e were to roll around and we were allowed to slaughter some sacred cows, changing skills to just note relative skill level would definitely be my suggestion. This will call on the GM to ask for a "DX plus Traps" roll or an "IQ plus Traps" roll, rather than just Traps, but I don't know that it's a big burden to say it that way.

OTOH, GURPS 4e doesn't really have a lot of options for where to float your skills to compared to the nine for World of Darkness. Further, the nine WoD attributes were on equivalent scales so floating rolls to Strength didn't produce as wonky results as floating to ST could in GURPS. And in practice many WoD skills didn't really float around much.
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Old 08-27-2017, 12:38 PM   #22
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Default Re: Dungeon Fantasy RPG template formatting

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And in practice many WoD skills didn't really float around much.
That final bit is the important part. I can't count the number of times the Storyteller started combat by declaring "roll Wits+Alertness" or how many times I rolled "Dex+Brawl" or "Dex+Firearms." I do know that I very rarely rolled against "Brawl+Apperance" or "Firearms+Stamina." I always wanted to create a list of all combinations and create a list of tasks for as many of them as I could, but the thought of going through 9x30(=270) combinations to try to justify tasks for them was more work than I cared to do.

In GURPS there are relatively few skills that will float; most of the ones that do are going to be DX-based skills with a knowledge component attached - Roll IQ-based Guns to clear a misfire or IQ-based piloting to figure out why the plane won't start. There's not a lot of calls for Knowledge- or Persuasion-based skills to float to other attributes; the likelihood of rolling a DX-based Physics roll or HT-based Diplomacy is pretty slim.
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Old 08-27-2017, 12:56 PM   #23
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Default Re: Dungeon Fantasy RPG template formatting

I float quite often and if it were just listed as Att+1, people might float more often.

There have been a number of threads on floating already, so I won't repeat all the ideas people have for floating Mental Skills to Will, Health, etc. But there have been lots of ideas.

Also it might be helpful to reverse the thinking...not...what skills can I float to strength, but if I'm trying to use strength to muscle my way through something, which skills in this situation might be helpful. This could inspire you to think about a moment when ST+Architecture might be useful.

Maybe I'll make a simplified character sheet...Hm...
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Old 08-27-2017, 11:46 PM   #24
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Default Re: Dungeon Fantasy RPG template formatting

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This could inspire you to think about a moment when ST+Architecture might be useful.
Unless you are trying to cause a building collapse, you should be rolling ST+Force Entry to 'muscle through'.
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Old 08-28-2017, 05:49 AM   #25
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Default Re: Dungeon Fantasy RPG template formatting

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Unless you are trying to cause a building collapse, you should be rolling ST+Force Entry to 'muscle through'.
But what about if you're trying to support a destabilized structure long enough for civilians to flee? Knowing where best to put yourself does sound handy.

Now I'd actually handle that as a complimentary skill roll rather than floating to ST, but I'm generally against ST or HT based skill rolls. That makes me biased :)
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Old 08-28-2017, 11:42 AM   #26
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But what about if you're trying to support a destabilized structure long enough for civilians to flee? Knowing where best to put yourself does sound handy.
Yes, another perfect opportunity for a skill float.

Quote:
Now I'd actually handle that as a complimentary skill roll rather than floating to ST, but I'm generally against ST or HT based skill rolls. That makes me biased :)
Ditto. But mostly because Complimentary skills means more Players will try to take advantage of Action 2's Complimentary skills and Teamwork rules, which I'm all for.

It somewhat decreases the "Jack of All Trades" characters... somewhat.
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Old 09-01-2017, 10:16 AM   #27
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Default Re: Dungeon Fantasy RPG template formatting

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1) Notate skill levels and advantage bonuses separately. For instance, Acting (IQ+0+1) [2]. …

2) Notate the final relative skill level only. In this case, it would be Acting (IQ+1) [2]. …

3) Use superscripts. The bard would have Acting (IQ+1)* [2], with a footnote (*Includes +1 from Born Entertainer). …

…I'm curious what others think.
I prefer #3. Information is power. :)
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Old 09-01-2017, 02:06 PM   #28
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I'm leaning towards option 2 as my preference but I'm curious what others think.
I favor Acting +1(12)[2]. If there's a talent modifying it and it applies regardless of stat, I'd put a * after the +1; if it only affects IQ-based acting rolls I would put it after the (12).
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Old 09-02-2017, 09:41 AM   #29
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Default Re: Dungeon Fantasy RPG template formatting

For those of us who only bought the physical version, and now have to wait for it (and will be buying the PDFs when available), is there an SJG-approved screenshot of a template?
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Old 09-02-2017, 06:10 PM   #30
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Default Re: Dungeon Fantasy RPG template formatting

Here's a screen cap I pulled from the Unboxing Video posted on Facebook. The text is blurry because he's literally flipping through the pages and the template is only visible for a half a second, but you can clearly see the new formatting and layout.
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