12-20-2006, 02:09 AM | #1 |
Join Date: Mar 2006
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The thing between [0] and [1]
..or in other words: (how) do you handle people with Skills better than default but worse than [1]* in your games?
*A single point here can make a difference of up to 5 skill levels.
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My GURPS tools: INDEX IMP, RANDOM MONSTER GENERATOR, Combat cheat sheets ONE and TWO.. ☼Online courses and free stuff on GM-ing☼ Last edited by Wicked Lurker; 12-21-2006 at 01:35 AM. Reason: removed "at VH Skills" |
12-20-2006, 02:15 AM | #2 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: The thing between [0] and [1]
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12-20-2006, 02:24 AM | #3 |
Join Date: Aug 2004
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Re: The thing between [0] and [1]
Well, a single point can make the difference between "Attribute+0" and "No Default", even... I haven't run into this problem, but I would say that if someone's received training in a skill, but not enough to justify 1 point, I'd give them an extra +2 bonus when not in stress, and doing something similar to what they've practiced. Sort of a familiarity thing. In a stressful situation, they'll just have to live with the harsh default.
(Not that I don't find the defaults harsh. Consider, for example, how hard it is to whack someone in the head with a hammer from behind, when he's not expecting it, and you have time to prepare - this has come up. Sounds easy, right? If you can hit a nail, you can hit someone's head? Well, you take DX-5 for not having a point in Axe/Mace, another -5 for trying to aim for the head, and you get +3 for evaluating him beforehand and +4 for taking an all-out attack. Congratulations, you're working on DX-3 for that one blow.) |
12-20-2006, 02:57 AM | #4 | |
Join Date: Sep 2004
Location: Münster, Germany
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Re: The thing between [0] and [1]
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I am only aware of one skills for which there is a difference of 5 levels: Physician, which has a default of IQ-7 and investing one point gets you IQ-2. But normally, the difference is 4 levels regardless of difficulty level for skills that allow a default at all. |
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12-20-2006, 03:01 AM | #5 | |
Join Date: Sep 2004
Location: Münster, Germany
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Re: The thing between [0] and [1]
Oh, and to answer your question: ;-)
Allowing half skill points for a skill level of 2 below that which you get when investing 1 point seems to be a common houserule. I even allow quarter skill points. Here's the relevant section from my houserules in German (since if I recall correctly, you're German): Quote:
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12-20-2006, 03:47 AM | #6 | ||||
Join Date: Mar 2006
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Re: The thing between [0] and [1]
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It can not model someone who has dabbled in a (single) skill for a bit, but does not justify a full point in it though.. Quote:
How would you justify this increase then (in bookkeeping terms)? Quote:
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Using quarter CPs in connection with 50 hours and -1 to skill level per 0.25 CP below [1] down to default sounds quite good. Do you use that one in your games? How well does it work? I am somewhat reluctant to use fractions of points since the 4e completely stays away from that now. Hey, but if it works well I'll use that.
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My GURPS tools: INDEX IMP, RANDOM MONSTER GENERATOR, Combat cheat sheets ONE and TWO.. ☼Online courses and free stuff on GM-ing☼ |
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12-20-2006, 03:54 AM | #7 | |
Join Date: Oct 2006
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Re: The thing between [0] and [1]
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Last edited by David Johnston; 12-20-2006 at 03:59 AM. |
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12-20-2006, 04:05 AM | #8 | |
Join Date: Aug 2004
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Re: The thing between [0] and [1]
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Personal opinion: I don't like half-points, because there's a slippery slope aspect to them. If I can spend half a point on a skill, can I buy a partial level of Lifting ST, or round a modified advantage's final cost to the nearest half-point, or not drop the fractions from my Basic Move, or spend a half-point on Cultural Familiarity (Chinese) because of all the movies I've seen... I say, forget about it. It's a discrete scale for a reason, to make all our lives easier. |
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12-20-2006, 04:11 AM | #9 |
Join Date: Jul 2006
Location: Bologna, Italy
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Re: The thing between [0] and [1]
I houserule that using hours of study/practice instead of CP fractions, based on the assumption that the first three levels of a skill acquired spending CPs follow a fixed progression:
1° level (Attribute-X) [1] 2° level (Attribute-X+1) [2] (1° level doubled) 3° level (Attribute-X+2) [4] (2° level doubled) I expanded that table allowing to acquire skills below (Attribute-X) with hours of study, following the same progression. Since 1 CP = 200 hours of study... (Attribute-X+2) [4] = 800 hours (Attribute-X+1) [2] = 400 hours (Attribute-X) [1] = 200 hours (Attribute-X-1) = 100 hours (Attribute-X-2) = 50 hours (Attribute-X-3) = 25 hours (Attribute-X-4) = 12 hours ...and so on, stopping the progression before reaching your best default level. So, for example, Acrobatics (DX/Hard), default DX-6, and DX 11 gives the following progression: Level 11 = DX+0 [4] = 800 hours Level 10 = DX-1 [2] = 400 hours Level 9 = DX-2 [1] = 200 hours Level 8 = DX-3 = 100 hours Level 7 = DX-4 = 50 hours Level 6 = DX-5 = 25 hours Level 5 = DX-6 = Default
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IMHO, of course [^_°]
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12-20-2006, 04:15 AM | #10 | ||
Join Date: Sep 2004
Location: Münster, Germany
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Re: The thing between [0] and [1]
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It especially comes into play because I often count adventuring time as hours of learning for certain skills (for instance Survival or Hiking) at an appropriate conversion factor. If the PCs didn't have that skill before, they can slowly increase it that way instead of waiting for ages before they have acquired the 200 hours of learning for a full CP. |
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