06-30-2017, 12:41 PM | #1 |
Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
|
Familiarity & Techniques
I really like the idea of techniques, but the cost breaks for GURPS often make raising the core skill the better choice. So I'm currently thinking about making them a bit easier to attain.
First choice would obviously just re-jiggering the costs (making everything Average or beyond, either in general or for the techniques of your MA style). But what about re-stating Techniques as familiarity penalties? I mean, having special training in some aspect and overcoming not being used to a certain approach has some overlap… I was thinking about some kind of "Personal Style" perk that allows you to get a maximum of +3 in X techniques. Already included in proper Style perks, as long as the techniques are listed there. Or just generally allow that, with a maximum of one +1 bonus per session and only for techniques/combiations demonstrated during play. Am I opening up myself for abuse here? And for completeness' sake, other ideas for Moar Techniques: 1) Masteries: Free technique points at certain skill breakpoints (e.g. DX+1/3/5...) 2) McDojo: To pass beyond a certain breakpoint, you need to learn (and pay) for a certain technique. |
06-30-2017, 01:30 PM | #2 |
Join Date: Oct 2010
Location: earth....I think.
|
Re: Familiarity & Techniques
I actually find that changing the cost of skills make Techniques more appealing. Make combat skills (or all skills progress as 1,2,4,6,+6... Etc. This is one idea I have been toying with.
|
06-30-2017, 01:41 PM | #3 | ||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Re: Familiarity & Techniques
Quote:
Quote:
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
||
|
|