Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
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Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
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Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
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Deception IQ/H Replaces Acting, Fast Talk & Performance Fencing DX/H Replaces Main Gauche, Rapier, Saber & Small Sword Find Per/H Replaces Observation & Search Fine Manipulation IQ/H Replaces Lockpicking & Traps Flail DX/VH Replaces Flail & Two Handed Flail Healer IQ/VH Replaces Diagnosis, Pharmacy & either Physician or Esoteric Medicine Impact Weapons DX/H Replaces Axe/Mace & Two Handed Axe/Mace Insight IQ/VH Replaces Body Language, Detect Lies & Psychology. Use Per based rolls for Detect Lies & Body Language Ledgermain DX/VH Replaces Filch, Pickpocket & Sleight of Hand Outdoorsman IQ/VH Replaces Naturalist, Navigation (Land),Survival (Any) & Tracking Pole Weapons DX/H Replaces Polearm, Spear & Staff Priest IQ/VH Replaces Religious Ritual & Theology Must specialize by religion Sword DX/H Replaces Broad Sword, Short Sword & Two Handed Sword Warlord IQ/VH Replaces Leadership, Tactics & Strategy |
Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
For the issue of characters possessing incomplete umbrellas, I suggest making specialization free, as Ars Magica did:
For each skill¥, pick one aspect that you're especially good at (+1). You can also save o e point on final cost by picking an aspect you're especially bad at (-2). This could be tweaked, but I recall that having a specialization on every skill greatly improved initial flavor, but also helped players memorize the tasks within each skill. |
Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
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Another approach, why not just use the skill categories (http://www.warehouse23.com/products/...ill-categories)? There are are already the right number of them, and somebody else already did the sorting work. Yes there is some duplication, but so what? Skills always have the problem of stuff that could be done with more than one of them. |
Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
Crakkerjakk pruned the skill list back to about 100 or so a while back: http://forums.sjgames.com/showthread.php?t=70859
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Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
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Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
I've done some work on this topic myself. Depending on the genre, you might be able to get down to fifty skills, but I think you would need to do what other games do and cheat by combining what are individual skills in GURPS into skills where you must choose to specialize. We already have that with the Games skill. You could have a Craft skill, a Science skill, etc. Further, you could compress all the melee weapon skills into a single skill.
If handling the different crafting skills in that way counts as reducing the list, then this is definitely possible. I don't think there's any way to shrink the list much more than I have while keeping a separate butchering and sewing skill, and all that entails. |
Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
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Speaking of specialities, in 4e they seem to be something that is rarely worth the bother with the RAW skill narrowness. The +1 is a minor bonus to a very narrow field in exchange for -1 to everything else, and you need to go over possible specialisation for each and every of your eligible skills. That's annoying more than useful. (Also, in a way, such grouping is why Skill Categories are a thing.) Quote:
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