Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
OK, so this is still a raw draft phase, but seems like 25 skills is actually doable. Maybe 30. Here's what I currently have:
http://1drv.ms/1TLSNwy ^ Excel sheet with a conversion list, and a list of the skills to which the conversions go (with the number of occurrences). Note that a single RAW skill can be simultaneously covered by two or more Consolidated Skills. Copy of the list with counts here, as calculated as of 17-Aug-2015:
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My thoughts on the resulting list: The skills currently don't look quite equal, which may be solved by giving them different Difficulty ratings. The raw number of RAW-skills covered by a Consolidated skill is not necessarily all it takes to estimate worth: Stealth and Deceit seem like two very low-count C-skills, but IME they get used a lot in campaigns anyway. Otherwise, a count of 15ish seems OK for an Average skill, 18+ for Hard (though more because some 18+ skills are just too useful, like Larceny and Crafts), 10- for Easy, and 25+ for Very Hard (hypothetically). A special note on Provoke: this Consolidated Skill is largely inspired by the way a skill of the same name works in FATE, and by the desire to emulate whatever social skill Renegade Shepard possesses in ME2+ (no, it's not just intimidation). It's meant to cover not just intimidation and the like, but also taunts, ability to inspire people through negative emotion, ability to bend rules and get away with it through sheer chutzpah etc. GURPS seems to be somewhat lacking in this area. |
Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
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One benefit of this approach is that you avoid skill bloat: as GURPS normally handles specializations, each specialization is effectively a separate skill: even the optional specializations can almost be thought of as “reduce the difficulty level by one (just like required specializations), and default to all other optional specializations at a -2 penalty.” With specializations replaced by customization perks, you never have new skills added to the list, and each skill only ever has one purchased rating tied to it. Quote:
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Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
OK, it seems like mixing up optional and mandatory specialisations in this discussion is something that happens but is to be avoided, so . . .
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As for widening the scope of a skill - I have marked some skills with a * symbol in the note column (in the linked document, not in the post), which is meant to denote skill functions that only become available after taking some enabler trait, e.g. TbaM for cinematic combat skill functions. But I see that as a necessary evil. Having e.g. a dozen scope-expander perks for a dozen ElOps specs would defeat the purpose of skill consolidation. The idea of skill consolidation is that you don't need to specify such fiddly details as whether you know sensors and sonar (which is somehow not a sensor), or one or the other of the two. [QUOTE=dataweaver;1928463]One benefit of this approach is that you avoid skill bloat: as GURPS normally handles specializations, each specialization is effectively a separate skill: even the optional specializations can almost be thought of as “reduce the difficulty level by one (just like required specializations), and default to all other optional specializations at a -2 penalty.” With specializations replaced by customization perks, you never have new skills added to the list, and each skill only ever has one purchased rating tied to it. |
Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
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Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
Isn't this already covered by talents?
Isn't this pretty much exactly what talents were designed for? To make it easier to create a specialist without resorting to attribute dumping? |
Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
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At least currently you have the ability to lump skills together, and the ability to segregate them easily. People forget stuff all the time; it is much much more fun to be lenient when pertaining to matters like talents since that is the point of playing the game right? Though, I will admit, the skills section is incredibly difficult for people newer to the system. I had the worst experience trying to teach someone that skill A only does skill A stuff and not things related to skill A. |
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