Re: Talents & Martial Arts
Quote:
In any reasonable world, he's still good with the staff, because he's trained with all knightly weapons and extremely good at footwork, keeping time, distance and proportion and that sort of thing. If we don't raise any other weapon skills than his two primary ones, however, he has DX-5 with the Staff, because it doesn't default off Lance or Broadsword at all. |
Re: Talents & Martial Arts
Quote:
|
Re: Talents & Martial Arts
Quote:
Quote:
|
Re: Talents & Martial Arts
Quote:
I do not dislike talents so much as I believe they don't work very well regardless of how others think they either should or do work. I try and guide people to avoid rules I believe do not work well. |
Re: Talents & Martial Arts
Quote:
Since you think that raising multiple weapon skills is not worth the points it costs; I can hardly imagine that you think that a cheaper alternative exists is a problem in itself. What then? What are the flaws with modelling such a character with a Talent for combat skills? |
Re: Talents & Martial Arts
Quote:
Talent at maximum ;levels. I believe this distorts character creation and given the choice of seeing DX16 v. DX12+ Talent 4 I'd take the DX-monster just for the greater simplicity. Talents also tend to produce clusters of all the Skills in the Talent at equally high levels whether that actually fits the character concept or not. Should all Outdoorsmen be as good at Fishing as they are at Survival? For practical catching of things to eat I would have the character use Survival anyway. Angling is a peculiar Hobby Skill. There's the general issue of total complexity of the game too. I haven't actually seen the problem of Gurps being too simplistic in the way it handles this sort of thing. Talents are just 0one more thing I would have to explain to new players "No, you probably don't want to get into Gurps at this level of complexity. Your character isn't badly designed f he doesn't have a talent.". So Talents appear generally counterproductive to me. |
Re: Talents & Martial Arts
Quote:
Quote:
Quote:
Don't take a Talent that actually doesn't entirely fit the concept. The listed Talents are only examples and it's assumed that modelling many characters will require taking a Talent for the specific niche they excel at. Other than that, I agree that many outdoorsmen won't have Fishing skill. In which case they'll have Survival at 4-6 levels higher than Fishing, which sounds fine to me. Quote:
Quote:
|
Re: Talents & Martial Arts
Quote:
My big problems with talents are:
|
Re: Talents & Martial Arts
I greatly prefer Talents alternate benefits from the Power Ups: Talents supplement to the reactions bonuses.
Pricing isn't so bad if you have stat caps for genres. Then even the dreaded 15 point talents for mental skills makes sense. (I simply can't approach the disadvantage limit for any character below 150 points total. So no pooh-poohing IQ!.) |
Re: Talents & Martial Arts
Quote:
|
| All times are GMT -6. The time now is 06:22 AM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.