Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
Greetings, all!
This thread is partially inspired by the observation that in GURPS, attributes are relatively cheap compared to skills, such that a wide specialist, and often even a moderate specialist, is too often best built using high attributes. GURPS' enormous skill list is kinda notorious, and it was barely reduced in 4e. Wildcards, while superficially similar to broad skills, actually serve a different purpose than unified skills, and are priced non-favourably compared to attributes anyway. So, what I'm thinking is an Alternate GURPS / houserule idea of making a minimalistic generic skill list. As in, fitting not for any one specific setting or genre, but rather flexible enough to cover everything, and in such a way as to prevent further skill creep like 'and now let us add a new Professional Skill (Fisher), because having a Fishing skill is not enough'. That is to say, the intent is to make every skilled task encounterable strictly covered by no less than one standard skill. Sure, unfamiliarity penalties can be a thing, but the intent is to make sure that after gaining the proper familiarities, people don't need to add a second or even third page of a skill list. Looking at other systems, ones that tend to build skills on the assumption that everything falls under at least one predefined skill, I'm seeing Exalted use 25 (though with specialisations within Craft, which got out of hand for them Real Fast) , FATE Core default to 18, and various incarnations of WoD seem to go for around 30 before adding the skill-bloat-creep supplements. I think GURPS' legacy will make it difficult to reduce the skill list below 50, but even that would be really nice compared to the current list of primary-skills, category-skills and mandatory-specialisation-skills in the Basic Set alone (before counting stuff found all over the place). I'm not saying that specialisations should be impossible to buy, but it would be nice to avoid bloated charsheets that anyone wanting a flexible character has to deal with. I'm also, once again, not looking for a list that is meant for some specific campaign, but rather a universal/generic one that can be adapted to any or almost any campaign. If someone's interested in the goal, I'm interested in reading comments, ideas etc. Thanks in advance! |
Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
Some thoughts on grouping up skills:
Accounting, Administration, Politics, Law, Current Affairs (Business), Finance, Merchant, Research, Market Analysis, Economics, Heraldry, and less-artistic uses of Writing - covered by Bureaucracy. Assorted ranged weapon skills covered by Marksmanship, with a strong attention to TL-related familiarities (so e.g. no easily picking up a bow and sniping with it until you adapt to using without penalty). Linguistics, Public Speaking, Writing, Detect Lies, Literature, Poetry, Artist (Calligraphy and Illumination), Gesture, Propaganda, Lip Reading - covered by the Wordsmith skill. Acrobatics, Aerobatics, Aquabatics, Climbing, Running (sprint), Skiing (sprint), Swimming (sprint), Jumping, Free-Fall, Body Sense, Dancing, - Athletics. Running/Skiing/Swimming (endurance), Power Blow, Hobby (Feats Of Strength), Roll With The Blow, Lifting, Breath Control, Hiking, Forced Entry - Toughness or Physique. Acting, Fast-Talk, Disguise, Mimicry (Human Speech), Make-Up, Feints and Ruses in combat, optionally Holdout - Guile or Deceit. Animal Handling, Falconry, Riding, Packing, - Animal Ken. Armoury, Mechanic, Carpentry, Cooking, Architecture etc. - Craftsman, with strict familiarities. First Aid, Physician, Diagnosis, Physiology, Autohypnosis, Biology, Esoteric Medicine, Hazmat (Bio), Hypnotism, Genetics, Bioengineering, biological uses of Chemistry, Poisons, Forensic (biomedical), Body Language - covered by Biotech. Camouflage, Survival (non-urban), Fishing, Mimicry (Birds and Animals), Tracking, Hiking, Weather Sense/Meteorology, Swimming, Naturalist - covered by Outdoorsman. Chemistry, Biology, Psychology, Linguistics, Physics, Physiology, Mathematics, Cryptology - Science. Computer Operation/Programming/Hacking, Electronics Operation/Repair/Engineering, Cryptology, - Wire Rat. Criminology, Tracking, Traps (detection and disarming), ElOps (Security), Forensics, Search, Observation - Investigation. Psychology, Body Language, Detect Lies, Brainwashing, Brain Hacking, Sociology, Interrogation, Hypnotism, Autohypnosis/Meditation, Propaganda, Memetics, Teaching - Psych. Streetwise, Intimidation, Gambling, Pickpocket, Lockpicking, Savoir-Faire (Mafia), Filch, Surival (Urban), Traps, Forced Entry, Forensics/Housekeeping (only to remove clues), Forgery/Counterfeiting, Holdout, Escape, Smuggling - Larceny. |
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Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
I'm not sure I understand the purpose of this effort, but I see downsides.
Certainly in many of the examples given it seems to me that it is possible, and even likely, that a person would have some of the skills within an umbrella and not others. For example the typical maverick litigation lawyer is typically tempermentally unfit for learning a lot of Administration. On the other hand, I would consider reducing inter-skill defaults by 1 across the board. |
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This looks like a d6 skills list.
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If its supposed to look like a D6 skills list, could easily look at some of the sundry Open D6 books
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Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
HERO System is another one to look to as a good example of an any-genre skills list that is small. Of course, they do that partly through having three "misc." skill areas: Knowledge Skill, Professional Skill, and Science Skill. Each is defined when purchased. For example, you might buy Professional Skill (Plumber) or Knowledge Skill (Medieval History), or Science Skill (Chemistry).
Otherwise, skills tend to be pretty broad, with just a few cascade skills such as Driving and Piloting (where you pick from a list of vehicle types when you buy the skill). |
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I suppose the other limit that still preserves some of the GURPS engine is not to have any skills at all. Just roll everything against the attribute you'd base the skill on instead. Effectively you have as many different skills as your game has attributes. This worked OK back before all games *had* skill lists, and still should. |
Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
I actually like the number of skills in GURPS...but I'm a "lots of skills" GM.
However, if you really want to reduce the number of skills radically, why don't you go the Over the Edge route and remove the defined skill list completely? Have the players define their own skills (I think they each character has three Skills/Traits in Over the Edge/Warp) So one character can have: Marksmanship Brawling Detective Another can Have: Businessman Well-Read Computers Then you never have more skills than you need. |
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You could use profession.
For example. Profession ranger would replace the following skills: Survival, tracking, naturalist, and land navigation. |
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Ideally, you'd want all skills to be the same difficulty for simplicity, with Optional Specialization simply giving a bonus to skill. I'd probably allow two levels of Specialization - Specialized and Extremely Specialized. The former is +1 for your task of interest and -2 for everything else; the latter is +2 for your task of interest and you work off defaults for everything else. Hard is probably appropriate, making Defaulting always be -5, [1] is -2, [2] is -1, [4] is +0, and it costs an additional [4] for each +1. |
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Have you considered just using the Niches/Challenges from Chapter 4 of GURPS Template Toolkit 1 - Characters? Granted, the Niches define a group of traits and skills to defeat a specific kind of challenge, but when you get down to having skills with a purpose in the game, what better way to limit them than by type of challenges?
There are 30 niches/challenges defined there, which isn't too large for a limited number of skills. It's not necessarily perfect... there's only a single "Combat" niche for example, so you don't divide between ranged and melee weapons as it was in your original suggestion, but then again, that's not so bad either as that tends to be more TL driven than anything else (you can throw in ranged vs melee as specialization). But it at least aligns up with the suggestions of character template design. |
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I'd take most Esoteric Skills (e.g., Enthrallment or anything with Trained By a Master as a prerequisite) out of consideration for this purpose: those are essentially “supernatural powers” systems, and no more deserve to be covered by a generic skill list than Imbuements or Spells do.
Let me second Kallatari's idea of referring to Niches as a basis for the skill list, complete with the caveat that a strict one-skill-per-Niche list isn’t ideal; but there should be at least one skill per Niche, and more than one per Niche should be the exception. |
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I seem to recall considering this sort of thing before. One start on a project was here.
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I was working on an idea like this by basically looking for skill families and creating a meta-skill that all the others defaulted to. I never got around to building a list of skills, but you can look at my thought process on my blog:
http://diceanddiscourse.blogspot.com/2015/07/skill.html |
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I did an article on this topic for JTAS: Condensed Skills for GURPS Traveller. I was only able to cut the list to about 75, though.
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Bringing this around to the customization tools that I’ve been talking about, the section about Splitting Challenges could be referenced when coming up with customizations for a skill when they're not being used to adjust the skill list itself. Quote:
Using Fate as an example, I could see having a Science Skill that requires you to choose one field of expertise when you select it, but then lets you use Stunts to add more fields of expertise. For instance, a biologist who also studies physics would use the same Science skill for both. |
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As a "many skill" GM...these just haven't been a problem for me in my campaigns. Point 1) No skill will be orphaned. This happens because a) my players will find ways to use their skills. b) I keep note of skills used and make sure than unused skills find opportunities for use. Doing this results in much more interesting campaigns and encounters because it pulls me out of familiar patterns as a GM and trying to figure out an interesting opportunity to use that character's Professional Skill: Sommelier is a great challenge for me as a GM. Point 2) My players aren't intimidated by a 200 long list of skills because I do all character creation one on one. We have a lovely conversation about character concept and then we go and get the skills that match that concept. If they are super GURPSy they can do it themselves. If they enjoy pursuing skill lists (some players do), they can do that. But we can also just have a conversation. No intimidation. Point 3) Because we have a conversation about concept, the player is not going to have missed any skill in their concept because checking in on that is my job as GM. If for some reason we both miss something and it comes up in play, all the player has to say is..."Dang! We both overlooked Filch! I totally would have had that skill based on my character concept!" Then I say, "You are right, that was my fault for not thinking about it. Take the skill at one point and you can pay for it with your cps later." But I think that has only happened once or twice in all of my GMing. Point 4) This just hasn't been that much of a problem. Especially character creation is so much concept driven rather than optimization driven in my campaigns. Also we use Talents. And also I use floating skills to other attributes and to 10 quite often and I use familiarity penalties so spending points in skills is often very useful. Now, I know there are people who don't like lots of skills. Good for them! They can just use fewer skills. Heck, I offered a solution where everyone just has 3 skills that they define themselves and everything is super simple. But some people like lots of skills. I am one of them...and players have tended to be as well. |
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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. |
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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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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. |
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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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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:
Spoiler:
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. |
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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. |
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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? |
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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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I still say just have everyone choose three skills they name whatever they want that covers everything that fits their concept a la Over the Edge. 3 skills does everything they need should make the low-skills camp happy. My single dad character would have had: Ex-Cop Tough Guy Single-Dad as his three skills. Concept covered. Only three skills. Now if one really wanted to make this more like Over The Edge, you'd have to take one Incompetency. Gianni's would have been: Incompetency: Modern Technology. Personally, I like all the skills and find them in no way fiddly or too hard to remember. But if it is really all too much, just go the Over the Edge route. That will make character creation, really, really fast and easy. |
Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
I'd tend to approach this by offering groups of related skills as a single thing that can be acquired and listed as one thing.
It could be anything group of skills, as long as it makes sense that a character would have learned them all to the same degree. E.g. Sword & Shield: Shortsword, Broadsword, Knife, Shield Physicker: First Aid (TL3), Physician (TL3) Farmer: Agronomy, Ax, Animal Handling, Polearm Roman Legionnaire: Spear, Spear Throwing, Shortsword, Shield, Knife, Hiking (It's sort of akin to the skill lists in Martial Arts styles, though of course those are used to potentially go hyper-detailed with maneuver sub-skills, rather than to simplify.) If detail is wanted, there should probably be some relative +/- to certain skills or tasks, since some of the component skills are easier or might be more featured by a typlical person with that skill group. And of course, each skill group would have a different cost per level of advancement. Which of course has the downside (for purposes of detail and of gratification/reward) that there are many points needed between each level of advancement of a skill group that includes many skills. This could also be used not just to simplify character sheets & creation, but also to provide a mechanic to offer some realistic discounts to related skills. The default rules always seemed a bit inadequate to represent learning related skills. I'd imagine that most detailed characters would have both skill groups and skills, and some points improving their level in one or two skills that are also in a skill group. For realism purposes perhaps more than for simplifying (or maybe not), maybe there would also be "Skill Fields" which would be all of the skills that are related to each other, and the total number of points in skills in such a field would result in some sort of default. All medical skills, or all melee skills, or all ranged targeting skills, or all language skills, or all artistic skills, or all social skills. Maybe this is the skill-learning side of Talents? If Talents are your innate gift in a type of skill, then maybe Skill Field learning represents how much you've learned about that field, and results in increased defaults and a slight skill bonus across the board? Perhaps this could somehow be balanced so as to be a balanced alternative to increasing IQ or DX? |
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Your reliance on the familiarity rules is an example of the same sort of thing; though I'd argue that in cases such as individual sciences, arts, or crafts, it should take more than eight hours of exposure to a new one before you can reduce the unfamiliarity penalty. Heck, even the notion that a botanist even gets to attempt nuclear physics without months of exposure to it is suspect (though I can swallow that for the sake of minimizing the chances of overlooking something you really ought to have). Quote:
My own proposal was premised on the notion that customization can never get you higher than “base skill + 3” (for specialties and for techniques that lack caps as written), and frequently can't even get you past “base skill” or even less (most techniques start you out at a penalty and cap you at your base skill; a few start you out at a penalty and cap you at half that penalty). To me, “spend one point to raise a technique or specialty to its cap” is less fiddly than “spend one point per +X to a technique or specialty, up to a maximum of its cap” — and for most techniques, the difference between default and cap rarely exceeds 3 or 4 anyway. If you want to streamline it further, forbid techniques; then the rule becomes “a specialty costs one point and grants a +3 bonus; and you can't spend more than one point on a given specialty”. I still haven't gotten around to putting your list up against Template Toolkit's Challenges, and I still intend to do so. |
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Many skills have considerable overlap. Where does Finance stop and Market Analysis begin? And how does Economics fit into the picture? They aren't so much separate skills as different balances between Current Events (Business), Mathematics (Statistics), and Economics. Then you get cattle-call skills like Merchant, which rolls together a number of distinct concepts, united only by the fact that merchants have them. This just screams "Style rules" to me. Styles are like a template in that they provide a nice guide to what skills you need whether you're a financier, operations manager, marketer, salesman, or entrepreneur. Then add the style-specific perk to account for that last little bit of domain knowledge that makes the analyst on wall street different from the finance professor.
. . * By points dump, I mean where you have to buy a long list of overlapping skills to fit your intended background, even though the skills you buy are unlikely to figure into a campaign. Per this quote: Quote:
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• Animals • Combat • Communications • Crafting • Deceit • Detective Work • Esoterica • Establishment • Exploration • Inventing • Medicine • Military • Mobility • Money • Nautical • Outdoors • Performing • Plants • Research • Sabotage • Science • Security • Sneaking • Social Engineering • Social Sciences • Space • Stealing • Streets • Technical Means • Transportation |
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My first impulse is just a 1/H vs 2/H split, but I think there's a torches-and-pitchforks mob out there for making the current -4 default penalty between modes even worse. My second impulse is balanced vs unbalanced, but where do you put stuff that was originally covered by wonky skills like Net, Whip, Garrote, and Shield? Never mind the Force <fnu> or Monowire <fnu> skills. |
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If you reduced defaults between skills by a lot, and add a few more defaults for skills that don't have them, raising one skill would end up raising a lot more, and therefore it wouldn't be worth buying attributes for groups of related skills. |
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Following up on my last post, here are how your skill list addresses the various Challenges, to the best of my knowledge:
• Animals: Animal Ken • Combat: Marksmanship, Melee, Thrown, Unarmed; War? • Communications: Wordsmith? • Crafting: Arts, Crafts • Deceit: Deceit • Detective Work: Investigation • Esoterica: Occultism • Establishment: Bureaucracy, I guess. • Exploration: Outdoorsman (when navigating in the wild) • Inventing: Crafts, most likely. • Medicine: Biotech? • Military: no clue. • Mobility: Athletics • Money: not really covered. • Nautical: unsure. • Outdoors: Outdoorsman • Performing: Arts • Plants: Outdoorsman • Research: Investigation, Science • Sabotage: Larceny? Crafts? • Science: Science • Security: not sure. • Sneaking: Stealth • Social Engineering: Charm, Provoke, Psych • Social Sciences: Science? • Space: unsure. • Stealing: Larceny • Streets: unsure. • Technical Means: Larceny • Transportation: Drive |
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That said, a while back I suggested using Talents to cover overall proficiency in a martial art (or multiple martial arts) and it met with a fair amount of approval including from at least one GURPS professional. So combat skills in Talents are risque but technically legal. |
Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
Thinking further, I don't think we should approach this as "How to merge the current skills together," but rather as an all new skill system that covers what's needed. Current rules would be converted on a common sense basis - if we've got an Agility skill or something that covers actions like jumping, tumbling, sprinting, etc, then naturally we'll use that in place of Acrobatics for tic-tacs, Acrobatic Dodges, kip-ups, and so forth.
What these skills should be, however, is a bit beyond me, although I have some ideas. I'll need to think further on them. Specialization should still be an option - in fact, I'd be inclined to have various methods and degrees of specialization. Assuming we stick with [4]/+1 once you're far enough above default (I'm actually leaning more toward [5]/+1, but I'm not certain how the buildup should be handled - maybe [1], [2], [3], [5], [5]/+1 but that seems to make price jump too quickly), I could see something like the following system. First off, specialization can be Broad, Moderate, or Narrow. Exact definitions are up to the GM - Broad would typically cover multiple related skills in Basic Set GURPS, Moderate would typically cover a single skill (or a couple of skills with close defaults), and Narrow would cover a single use of a skill. When picking a skill, you may opt to specialize it in one of these categories. Whatever doesn't follow under your specialization is at -3 to skill. Whatever does is at +1 for Broad, +2 for Moderate, and +3 for Narrow. Optionally, you can get a further +2 to your specialization by having your skill not apply at all to uses that aren't covered by it - a character who hyperspecializes his Melee skill to cover Thrusting Broadswords and only Thrusting Broadswords is at +5 to use such, but lacks the ability to use other weapons or fight unarmed at better than Default. Following this, you may opt to "buy up" a specialization (which must be covered by whatever the skill you purchased specialized in, if anything). Broad cost [3]/+1, Moderate cost [2]/+1, Narrow cost [1]/+1. You may only get up to a +2 from any given specialization at this point, and the total bonus here cannot exceed +4. A character who has an unmodified Melee skill at 14 could spend [4] for +2 when using Swords (moderate) and [2] for a further +2 when using Thrusting Broadswords (narrow), for example, giving him skill 14 for most weapons, skill 16 when using a sword, and skill 18 when using a Thrusting Broadsword. It's likely appropriate to require some minimal investment in a skill before any specialization is available; spending at least [4] in the skill seems appropriate. |
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'm nearly certain that "don't make a Combat Talent" was just a false alarm in early 4e design, that's long proven unneeded.
You don't break GURPS by having sixteen weapon skills at 18, you break it by having one at 32. +1 DX -0.25 Speed gives you way more than a 15-point combat talent anyway. The only problematic version is probably a 5-point Talent covering Karate, Judo and your melee and ranged reason all at once (in a campaign where this is even relevant), but that's for the GM to turn down, much like he would turn down your talent for Stealth, AK, Survival, Engineering, Armoury and Thaumatology, no matter what you call it. Hint: You can tell a player-created Talent is broken because they try to start with four levels. At any rate, the prohibition will officially stand because it's on the books, but it's pretty safe to say it shouldn't stop anyone. |
Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
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Because Attributes and skills can always be raised down the road, but sometimes you're stuck with exactly those Advantages you define yourself as having at the outset. |
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Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
If I am building an Outdoorsman who has most or all of the Talent skills, I don't feel like making him a sooooper genius, and I do want him to be very skilled at those skills (like, I was targeting Stat+3 or +4 kind of area) you darn right I'm going to go straight for 4 levels.
Number of levels of talent bought has a lot more to do with desired final skill levels than "brokenness" - a forest elf Scout in DF is going to go straight for 4 levels of the elf talent because he would have got Bow skill astronomical anyways. A forest elf wizard is not going to bother; he's got no real intentions on being a survivalist or archer (why is he playing a forest elf instead of a high elf? he doesn't like music). |
Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
I like dividing skills into core competencies.
Conflict Resolution - Movement - Combat - Social Acquisition - Intel - Combat - Transport - Food and Shelter |
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It's not a question of "better" - the long skill list allows for great precision and means two characters similar in concept ("Big Guy", "Knight", etc) are very distinct in execution. The problem as already mentioned is that the long list can be intimidating, can take a lot of time to create characters and makes it easy to miss some minor but logical niche function (Hazardous Materials, etc.) One approach to handle this is to create Wildcard skills which by nature cover everything in the character concept. The downside is that this can be too simple and make it seem like all the characters are distinguished by one skill. In addition, Wildcard skills often feel more like professions rather than broad skills, especially for the more esoteric ones. So this thread is exploring a way to make the skill list simpler while keeping the system skill focused and not distilling it to a single digit skill list. |
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For me it's the skill granularity of wildcards with the price of "normal" skills that feels most reasonable. |
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Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
Did any progress get !ade on this re OP. I have the same desire.
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Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .
The easiest minimalistic skill list is probably to just use no skills that aren't in GURPS Lite.
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