Re: So many skills
A useful guideline for new GMs; if you think a skill could be used for a task let it be used for the task. It's unlikely that a new player is trying to game the system by having everything run of the same skill.
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Re: So many skills
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Re: So many skills
Also, I like to keep 5 points in reserve for use on those one or two skills that really ought to be part of the character but I missed. If it comes up during play, I can just say "Oh! I ought to have had that, concept wise. I have points, can we say he has this skill?"
The basics of skills: Kromm's every adventurer skill list Combat Skills Social Skills Vehicle Skills Will give you most of what you need. Then find a few skills for your profession and that rounds you out to start with |
Re: So many skills
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Re: So many skills
When it comes to skills...how many a character has is partly GM style.
There are GMs here who prefer PCs to have a small number of skills--say only the most important 5-9...everything else goes off of default. I am a GM who prefers lots of skills (15-25). But how do you make the process easier? The Skill Categories pdf is really a life-saver. You could also go with only three skills if you wanted. One skill that is a cinematic bang skill based on concept: ToughGuy! Femme Fatale! Honest Cop! and supplement with two other normal skills the person things is really important. |
Re: So many skills
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Re: So many skills
I recommend putting together your own list of which skills fit your scenario. If there are no cinematic martial arts you leave out the esoteric skills; if it's a low-tech environment you leave out the skills based on advanced technology, and so on. You can also leave out the academic skills if it's going to be a purely adventure-focused scenario.
The other thing I recommend is not giving your players a list of skills and asking them to pick. For a one-shot, do pregenerated characters. But even for a continuing campaign, ask them what they envision their characters as being good at, and figure out what skills apply. There's some helpful advice in How to Be a GURPS GM, I believe. |
Re: So many skills
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I have also compiled a list of cinematic/exotic/magic skills. Should one want to drop such skills from a more mundane campaign, they're all listed there so you don't have to comb through the skill list looking for offenders. |
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