05-20-2014, 09:52 AM | #61 | |
Join Date: Aug 2004
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Re: Capping Skill Default Levels
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05-20-2014, 03:34 PM | #62 | |||
Join Date: Nov 2011
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Re: Capping Skill Default Levels
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It's not like I would be getting rid of defaults. Everything would still have those defaults and still probably give expert levels of skill in them. Comparatively skills with lots of defaults would still have better defaults than those with few. Well RAW is important because it is the foundation upon which I will be making changes. If things aren't priced by utility already then messing up the utility you get per unit of price isn't much of a problem. Quote:
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Note that GURPS already has methods for people to use things that happen to also be techniques as options which do not require points in the skill. This covers things like kicking and feinting. Last edited by Sindri; 05-20-2014 at 03:40 PM. |
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05-20-2014, 04:54 PM | #63 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Capping Skill Default Levels
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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05-21-2014, 03:01 AM | #64 | |
Join Date: Jan 2010
Location: Brighton
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Re: Capping Skill Default Levels
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Take the melee skills it's a general consensus that there's too many of them (not an unreasonable one IMO similar to the point about guns in Pyramid 65) but if that is an issue it is currently somewhat mitigated by the fact that they tend to have lots reasonably low of cross defaults . If you reduce defaults for them you will need to spend more points on them to get to what you'd have now. |
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05-21-2014, 03:32 AM | #65 | |
Join Date: Nov 2011
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Re: Capping Skill Default Levels
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05-21-2014, 08:31 AM | #66 |
Join Date: Aug 2004
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Re: Capping Skill Default Levels
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05-21-2014, 10:27 AM | #67 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Capping Skill Default Levels
I was debating starting another thread for that; probably bad enough I brought it up here... because even if people try to help me, I'll probably get confused by the main discussion. XD
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
05-21-2014, 02:12 PM | #68 |
Join Date: Dec 2007
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Re: Capping Skill Default Levels
Yes. If you are the God of Broadswords, to you a shortsword is just a stubby broadsword. You can use the same technique, just with a little added difficulty in that you have to compensate for your lack of reach.
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05-21-2014, 02:16 PM | #69 |
Join Date: Nov 2011
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Re: Capping Skill Default Levels
And do you also think that broadsword and shortsword should be different skills?
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05-21-2014, 03:09 PM | #70 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Capping Skill Default Levels
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With what I do understand about your concerns, if anything it seems like Skills in general just needs a cap to avoid "weird" things like a Skill 30-just-about-anything having a 19+* default for related skills... and that particular issue with the GURPS Skill system was an issue in 3e as well, and there doesn't seem to be a good solution. *If there is a Skill with more than a -11 default (before other Modifiers), let me know.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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defaults, house rules |
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