06-16-2017, 11:10 AM | #1 |
Join Date: Feb 2016
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Tips for avoiding skill bloat; Pro skills
Starting a new criminal empire building campaign this Sunday, and I'm helping players build their very first GURPS characters. It's going pretty smoothly, but I'm a bit at a loss when it comes to skills.
With how GURPS handles skills, I'm used to there being a lot of skill bloat (and much of that being fat) and skill malnutrition. In Case A, players get a whole butt-load of 1-point skills for cheap, falling into the "I want dis" mentality. In Case B on the other hand, players have a hard time determining how to properly spend points on skills in order to make a fully fleshed-out character experience. Anyone have some advice or a guide for properly and realistically choosing skills for a character without putting too much meta into it? ALSO: Professional skills. When does one roll vs a pro skill, instead of a normal skill? Example: One of my characters wants to be a cop, so that's Pro: Law Enforcement. But how would that work? Would it replace or overlap with other skills? I think I know how to work with overlap (synergy bonuses are a nice method), but I could use a hard and fast guideline of when to use a Pro skill vs. a normal skill, if both are applicable in theory. Thanks again, guys! |
06-16-2017, 12:25 PM | #2 | ||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Tips for avoiding skill bloat; Pro skills
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So, for example, your criminal empire building list would probably contain skills like Savoir-Faire (Mafia), Finance, Criminology, Intimidation, various Guns skills, and so forth. If you find later that you forgot to add Accounting, you should really just let the characters with Finance roll that. Quote:
Similarly, I'd allow Professional Skill (Police Officer) to substitute for using the radio in your squad car, maintaining your service weapon (Armoury (Small Arms), perform an interrogation when you've got the perp in custody and evidence in hand (Interrogation), fill out the forms for arresting someone (Administration), or know how to properly arrest someone, with Miranda rights and so forth, so it holds up in court (Law (Police)). |
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06-16-2017, 01:07 PM | #3 |
Join Date: Oct 2004
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Re: Tips for avoiding skill bloat; Pro skills
This^. Make the decisions simple for the players. Templates are a good example, and a good way to do it. Lists are just as useful. Either way, the more you guide them the better their PCs will be for your game. And as Kelly said, Professional Skills should be used if skill bloat is an issue. PS: Private Eye, PS:Mobster, etc. are just as useful for PC building as a list of skills like Streetwise, Shadowing, Detect Lies, etc. if the skill rolls are +4 TDM. They are like mini-Bang! skills.
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06-16-2017, 01:26 PM | #4 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: Tips for avoiding skill bloat; Pro skills
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Some GMs prefer the PCs have few skills (5-10) at lower skill levels (12 being for their best skills) and do most things off of default. Other GMs prefer the PCs have more skills at higher levels. Generally, I think, as a GM, you need to decide what you want the character sheet to look like. What you think of as bloat might be normal to me--or vice-versa. Once you know what you want the character sheet to look like (in terms of how many skills, what level, how high attributes are, etc), I think you should probably do 2 things: 1) determine how many starting cp are more likely to result in what you imagine and choose that amount and 2) tell your players what your norms are for the way you run campaigns. If you don't want player have skills above a level 12 and want most skills off of default..tell them. If you imagine that most PCs will have at most 10cp in skills...tell them. If you only expect them to put points in adventure related skills...tell them. If on the other hand you expect them to put cp in skills that may never come up in game because it creates a well rounded character, tell them that. Because GURPS can be so many things, I think it is really important to have a conversation with the players so they know what the expectations are in your particular way of running GURPS. That said, all of that done, I don't curate the list of skills for my players. Rather I just have a conversation with them about their character concept. They tell me what sort of character they want to play, and I say...well, these skills seem to fit with that concept. If they do want to look at a list of skills, I let them look at the the GURPS Skill Categories PDF, which lists skills down by category, so if they are looking to be a Thief, they can just look over the Theif category. http://www.warehouse23.com/products/...ill-categories |
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06-16-2017, 01:39 PM | #5 | ||
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Tips for avoiding skill bloat; Pro skills
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Generally speaking, a professional skill can be rolled for anything you thing a professional in that category would have learned to do the job. |
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06-16-2017, 02:14 PM | #6 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Tips for avoiding skill bloat; Pro skills
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Player characters were built on 200 points. They were designed to be adventurers who could sail off to unknown lands and have a reasonable chance of coming back. I encourage players to take (a) the skills that are needed for their character's occupation or role, (b) skills that they would likely have picked up during their earlier lives as they describe them, and (c) a couple of skills for characterization. I also may note a few defaults that are likely to come up in play. In this campaign, four of the five PCs had some knowledge of Path/Book magic, which added to the length of their skill lists. On the other hand, I've run a campaign where the PCs were 14-year-old boys who were starting to study magic at university. They were built on a budget of 75 points, which had to include at least Magery 0 and Legal Immunity 1, and usually included some Status and Wealth, not to mention buying up IQ a bit. So they didn't have a lot of skills. Really, for me, it's a question of "what fits the narrative?"
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Bill Stoddard I don't think we're in Oz any more. |
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06-16-2017, 02:34 PM | #7 |
Join Date: Sep 2004
Location: Medford, MA
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Re: Tips for avoiding skill bloat; Pro skills
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06-16-2017, 03:14 PM | #8 |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: Tips for avoiding skill bloat; Pro skills
Collapsing some of the skills can help, but you'd need to make a list, or borrow someone else's list, of reduced skills.
I also often allow players to keep 3-5 pts reserved and unspent to spend on "oops, my character should know X" skills in the first few sessions. This helps reduce the pressure to get everything perfect, which is hard for a skill set on modern characters, and nearly impossible in higher tech settings.
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
06-16-2017, 04:17 PM | #9 |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Tips for avoiding skill bloat; Pro skills
GURPS Skill Categories is a free resource that I have found helpful. I also recommend GURPS Template Toolkit 1: Characters, even if you're not planning on using templates. One chapter of that pdf categorizes the skill list into "niches."
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06-16-2017, 06:07 PM | #10 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Tips for avoiding skill bloat; Pro skills
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Tags |
professional skills, skill bloat, skills |
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