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Old 07-19-2005, 02:17 PM   #11
Kuroshima
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Default Re: Skills

One character of mine used an architecture roll to discover a secret room, by observing that another room was shorter than it should be, thus resulting in a deep wall that contained a 2x1 secret room.

I'm no architect, but I think that could be a reasonable use of architecture/TL3
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Old 07-19-2005, 02:21 PM   #12
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Default Re: Skills

Would you release it as GURPS 'According to Kromm' :)

Maybe you could pose sort of Boris Valejo art of Conan look on the front. Or Kromman the Despoiler!

I would agree that Architecture could been seen as, wait a minute those supporting walls are rather thick for that load, that doesn't sound as thick as it should be. Go and look for a door with a few bonuses or etc.

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Old 07-19-2005, 02:36 PM   #13
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Default Re: Skills

Quote:
Originally Posted by Kromm
Finding secret doors is normally a Per-based Traps roll, since the triggers for traps and those for opening secret doors tend to be one and the same, and since "trap door" vs. "secret door" is largely a semantic difference. However, the GM could certainly allow one to make an Architecture roll (this is a canonical use of the skill; see p. B176). In the right circumstances, even a Per-based Carpentry or Masonry roll should work; after all, its craftsmen who build these things. But Search is the wrong skill -- it's about finding items hidden on people and in parcels.
That is one thing I really like about the new rules, the ability to change what the skill roll is based on due to circumstances. It really allows the GM a way to tailor the adventure to the characters strengths.
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Old 07-19-2005, 03:11 PM   #14
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Default Re: Skills

Quote:
Originally Posted by Lancewholelot
This is off topic but after Nonoboy's comment I just have to say how strange I find it is that so many GURPS players tend to get ornery at the even the vaguest reference to D&D.
I am offended by your referencing the Game That Must Not Be Named in my presence, suh! I shall meet you at dawn with water pistols!

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Old 07-19-2005, 03:23 PM   #15
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Default Re: Skills

Quote:
Originally Posted by smurf
Would you release it as GURPS 'According to Kromm' :)
Yeah, and I'd sell a copy to my dad, one to my mum, and maybe two more. ;)
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Old 07-19-2005, 04:14 PM   #16
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Default Re: Skills

On a related issue: since you suggest Search is not it, what is the skill to use to search for an item that's been hidden in a room? And what would be the skill to thoroughly search a room for interesting items? Under investigative circumstances this could come into play quite often..
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Old 07-19-2005, 05:15 PM   #17
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Quote:
Originally Posted by Harald B
On a related issue: since you suggest Search is not it, what is the skill to use to search for an item that's been hidden in a room? And what would be the skill to thoroughly search a room for interesting items? Under investigative circumstances this could come into play quite often..
Rooms are so big that you need separate skills for different things (on top of basic Perception for things sitting out in the open):
  • Architecture for hidden features of the room itself.
  • Carpentry to notice something odd with the woodwork.
  • Criminology to find macroscopic evidence left behind by a criminal.
  • Electrician to spot something strange about the lights or wiring.
  • Forensics to discover traces of blood, explosives, fibers, etc.
  • Masonry to identify unusual stonework.
  • Observation to "case the joint."
  • Tracking to pick up on footprints on the floor.
  • Traps for traps and secret doors.
These do overlap some, of course. The GM could allow a single Detective! roll for all of it, I suppose, but as that skill implies, this would be cinematic. Real detectives ask forensic scientists, firemen, the locksmith, etc. to take a look for a good reason. A detective might have Criminology and Observation, and maybe Tracking (if he works outdoors a lot) or Forensics (if he works in a lab some of the time). He would have Search, but for patting down suspects, not for poking in cupboards. They're not really closely related.
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Old 07-19-2005, 05:27 PM   #18
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Default Re: Skills

Quote:
Originally Posted by Kromm
Rooms are so big that you need separate skills for different things (on top of basic Perception for things sitting out in the open):
  • Architecture for hidden features of the room itself.
  • Carpentry to notice something odd with the woodwork.
  • Criminology to find macroscopic evidence left behind by a criminal.
  • Electrician to spot something strange about the lights or wiring.
  • Forensics to discover traces of blood, explosives, fibers, etc.
  • Masonry to identify unusual stonework.
  • Observation to "case the joint."
  • Tracking to pick up on footprints on the floor.
  • Traps for traps and secret doors.
These do overlap some, of course. The GM could allow a single Detective! roll for all of it, I suppose, but as that skill implies, this would be cinematic. Real detectives ask forensic scientists, firemen, the locksmith, etc. to take a look for a good reason. A detective might have Criminology and Observation, and maybe Tracking (if he works outdoors a lot) or Forensics (if he works in a lab some of the time). He would have Search, but for patting down suspects, not for poking in cupboards. They're not really closely related.

Your forgot Housekeeping or Artist (Interior Dectorating) for Spointing an out of place item
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Old 07-19-2005, 06:10 PM   #19
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Default Re: Skills

Great reply Kromm, I was going to give my advices, but your post totally blew mine. Useful, thanks.
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Old 07-20-2005, 06:28 AM   #20
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Default Re: Skills

Tks all for your help.

Realy if I know so many people dont like this M word I will never write it. So easy you can see how a game influence the words you choose in a forum.

Really very helpful the comments for the topic. Now I see I must train my mind to think more diverse in Gurps than I have done in the system with the M word.

Thanks a lot

For sure I will keep for now on in mind GM GM GM.
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