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-   -   [RPM] Adding Skills (https://forums.sjgames.com/showthread.php?t=125612)

momothefiddler 05-06-2014 08:12 PM

[RPM] Adding Skills
 
In most cases, putting points into skills can be easily modeled with Bestows a Bonus - a spell that raises Knife by one level is just giving a +1 to Knife rolls. A spell that raises Diplomacy from 19 to 20 is just Bestowing +1 on Diplomacy and +2 on reaction rolls.

But what about times when the points in the skill determine whether the roll even happens? Mental Strength has no default, but should be replicable with, say, a Strengthen Mind effect. Fast-Draw has no default, but could easily be a matter of a Body or Crossroads effect. With most kills, you'd just use Bestows for however much it would cost to buy up from default, but without a point in Mental Strength or Fast-Draw, you aren't allowed to roll at all, so adding to the roll doesn't help anything.

How is this modeled?

Humabout 05-06-2014 08:18 PM

Re: [RPM] Adding Skills
 
Let CR or PK correct me, but off the top of my head, I'd use Altered Traits for 1 point in the skill, and then Bestows a Bonus from there. That or just declare the usual default to score (-4 for Easy, -5 for Average, -6 for Hard) applies and then use Bestows a Bonus. Looking at it, I'd probably do the latter. It has the least potential for abuse.

momothefiddler 05-06-2014 08:24 PM

Re: [RPM] Adding Skills
 
What about an Altered Trait for Extra Option (Can default ______ at standard) [1] and then Bestows?

Humabout 05-06-2014 08:36 PM

Re: [RPM] Adding Skills
 
I could see that working. I'm not even sure the Extra Option is necessary, though. That could just be an effect of the Path skill. There's a lot that gets rolled into those it seems. Heck, you can just straight-up mind control a dog without having to give it Reprogrammable or anything funky like that.

momothefiddler 05-06-2014 08:39 PM

Re: [RPM] Adding Skills
 
Right. Fair. I'm still developing a feel for what can be done with just effects.

Christopher R. Rice 05-06-2014 08:39 PM

Re: [RPM] Adding Skills
 
Quote:

Originally Posted by momothefiddler (Post 1759035)
In most cases, putting points into skills can be easily modeled with Bestows a Bonus - a spell that raises Knife by one level is just giving a +1 to Knife rolls. A spell that raises Diplomacy from 19 to 20 is just Bestowing +1 on Diplomacy and +2 on reaction rolls.

But what about times when the points in the skill determine whether the roll even happens? Mental Strength has no default, but should be replicable with, say, a Strengthen Mind effect. Fast-Draw has no default, but could easily be a matter of a Body or Crossroads effect. With most kills, you'd just use Bestows for however much it would cost to buy up from default, but without a point in Mental Strength or Fast-Draw, you aren't allowed to roll at all, so adding to the roll doesn't help anything.

How is this modeled?

Quote:

Originally Posted by Humabout (Post 1759041)
Let CR or PK correct me, but off the top of my head, I'd use Altered Traits for 1 point in the skill, and then Bestows a Bonus from there. That or just declare the usual default to score (-4 for Easy, -5 for Average, -6 for Hard) applies and then use Bestows a Bonus. Looking at it, I'd probably do the latter. It has the least potential for abuse.

Yeah, this is pretty much the way to do it. Now as I go into in this post in this thread there are multiple ways to go about it, but some of them can be downright abusive. H's method (which is consequently mine) works best and I'e been using it for about 3 years now.

momothefiddler 05-06-2014 08:41 PM

Re: [RPM] Adding Skills
 
Lovely, thanks. Sorry I missed the previous thread!

Kalzazz 05-06-2014 08:46 PM

Re: [RPM] Adding Skills
 
Would it be possible to add this 'grant a skill' in with Creation spells?

Christopher R. Rice 05-06-2014 08:47 PM

Re: [RPM] Adding Skills
 
Quote:

Originally Posted by momothefiddler (Post 1759054)
Lovely, thanks. Sorry I missed the previous thread!

No need to apologize. :-)

Christopher R. Rice 05-06-2014 08:48 PM

Re: [RPM] Adding Skills
 
Quote:

Originally Posted by Kalzazz (Post 1759058)
Would it be possible to add this 'grant a skill' in with Creation spells?

Like when making a wolf from clay or the like? Or creating a "solid" illusion? Yeah, sure, why not, if it's a skill the baseline wouldn't have.

Kalzazz 05-06-2014 09:24 PM

Re: [RPM] Adding Skills
 
Thats not actually what I thought I was asking, hmm, let me give an example say, Jaina the Mageling wants to create a Vehicle (say a TL 3 Cog for 23k, so is -12 to the Crafting roll for a 23k TL 3 item)

She has 20 IQ, so her default for Shipbuilding is 15, so before bonuses she's rolling against a 3

Theres a huge difference between
Instant Cog - Just Add Water
Greater Create Matter[6]();
Subject Weight: 150 tons [9],
Duration: 1 week [9],
Bonus Or Penalty: Single: +5 [16] (Shipbuilding).
Cost: 120

So she rolls crafting vs 8

Or can she say cast this?

Instant Cog - Just Add Water
Greater Create Matter[6](),
Lesser Strengthen Mind[3]();
Subject Weight: 150 tons [9],
Duration: 1 week [9],
Bonus Or Penalty: Single: +5 [16] (Shipbuilding),
Altered Traits: 2 [2] (Shipbuilding at IQ).
Cost: 135

Where she rolls vs a 13! Whoa! A huge difference!

Christopher R. Rice 05-06-2014 09:36 PM

Re: [RPM] Adding Skills
 
Quote:

Originally Posted by Kalzazz (Post 1759070)
Thats not actually what I thought I was asking, hmm, let me give an example say, Jaina the Mageling wants to create a Vehicle (say a TL 3 Cog for 23k, so is -12 to the Crafting roll for a 23k TL 3 item)

She has 20 IQ, so her default for Shipbuilding is 15, so before bonuses she's rolling against a 3

Theres a huge difference between
Instant Cog - Just Add Water
Greater Create Matter[6]();
Subject Weight: 150 tons [9],
Duration: 1 week [9],
Bonus Or Penalty: Single: +5 [16] (Shipbuilding).
Cost: 120

So she rolls crafting vs 8

Or can she say cast this?

Instant Cog - Just Add Water
Greater Create Matter[6](),
Lesser Strengthen Mind[3]();
Subject Weight: 150 tons [9],
Duration: 1 week [9],
Bonus Or Penalty: Single: +5 [16] (Shipbuilding),
Altered Traits: 2 [2] (Shipbuilding at IQ).
Cost: 135

Where she rolls vs a 13! Whoa! A huge difference!

Honestly? I don't see why not. Some combinations might get abusive (I'm eyeing cinematic skills), but yeah, as long as you are paying for it - why not.

Kalzazz 05-06-2014 09:49 PM

Re: [RPM] Adding Skills
 
Awesome. I rather like the idea that Jaina can conjure cogs into being!

Also would be an immense help to casterlings who wanted to create minions armed with say good quality swords as opposed to cheap axes

Christopher R. Rice 05-06-2014 10:02 PM

Re: [RPM] Adding Skills
 
Quote:

Originally Posted by Kalzazz (Post 1759086)
Awesome. I rather like the idea that Jaina can conjure cogs into being!

Also would be an immense help to casterlings who wanted to create minions armed with say good quality swords as opposed to cheap axes

Remember, it's going to cause a penalty to rolls based on its cost.

Kalzazz 05-06-2014 10:15 PM

Re: [RPM] Adding Skills
 
Right, like the -12 to the crafting check for the 23k retail TL3 cog

But that 5pt difference in 'I have Armour or whatnot at IQ' vs 'I have it as IQ-5 default' is the same difference between a Cheap Axe (retails for 20, so -2 crafting) and a Good Thrusting Broadsword (retails for 600, so -7 casting)

Presuming of course I extrapolated the table correctly, as it leaves values past 500 as an exercise for the reader for TL 3 stuff

Christopher R. Rice 05-06-2014 10:18 PM

Re: [RPM] Adding Skills
 
Quote:

Originally Posted by Kalzazz (Post 1759095)
Right, like the -12 to the crafting check for the 23k retail TL3 cog

But that 5pt difference in 'I have Armour or whatnot at IQ' vs 'I have it as IQ-5 default' is the same difference between a Cheap Axe (retails for 20, so -2 crafting) and a Good Thrusting Broadsword (retails for 600, so -7 casting)

Presuming of course I extrapolated the table correctly, as it leaves values past 500 as an exercise for the reader for TL 3 stuff

Yes, that looks correct.


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