Tips for avoiding skill bloat; Pro skills
Starting a new criminal empire building campaign this Sunday, and I'm helping players build their very first GURPS characters. It's going pretty smoothly, but I'm a bit at a loss when it comes to skills.
With how GURPS handles skills, I'm used to there being a lot of skill bloat (and much of that being fat) and skill malnutrition. In Case A, players get a whole butt-load of 1-point skills for cheap, falling into the "I want dis" mentality. In Case B on the other hand, players have a hard time determining how to properly spend points on skills in order to make a fully fleshed-out character experience. Anyone have some advice or a guide for properly and realistically choosing skills for a character without putting too much meta into it? ALSO: Professional skills. When does one roll vs a pro skill, instead of a normal skill? Example: One of my characters wants to be a cop, so that's Pro: Law Enforcement. But how would that work? Would it replace or overlap with other skills? I think I know how to work with overlap (synergy bonuses are a nice method), but I could use a hard and fast guideline of when to use a Pro skill vs. a normal skill, if both are applicable in theory. Thanks again, guys! |
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So, for example, your criminal empire building list would probably contain skills like Savoir-Faire (Mafia), Finance, Criminology, Intimidation, various Guns skills, and so forth. If you find later that you forgot to add Accounting, you should really just let the characters with Finance roll that. Quote:
Similarly, I'd allow Professional Skill (Police Officer) to substitute for using the radio in your squad car, maintaining your service weapon (Armoury (Small Arms), perform an interrogation when you've got the perp in custody and evidence in hand (Interrogation), fill out the forms for arresting someone (Administration), or know how to properly arrest someone, with Miranda rights and so forth, so it holds up in court (Law (Police)). |
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Some GMs prefer the PCs have few skills (5-10) at lower skill levels (12 being for their best skills) and do most things off of default. Other GMs prefer the PCs have more skills at higher levels. Generally, I think, as a GM, you need to decide what you want the character sheet to look like. What you think of as bloat might be normal to me--or vice-versa. Once you know what you want the character sheet to look like (in terms of how many skills, what level, how high attributes are, etc), I think you should probably do 2 things: 1) determine how many starting cp are more likely to result in what you imagine and choose that amount and 2) tell your players what your norms are for the way you run campaigns. If you don't want player have skills above a level 12 and want most skills off of default..tell them. If you imagine that most PCs will have at most 10cp in skills...tell them. If you only expect them to put points in adventure related skills...tell them. If on the other hand you expect them to put cp in skills that may never come up in game because it creates a well rounded character, tell them that. Because GURPS can be so many things, I think it is really important to have a conversation with the players so they know what the expectations are in your particular way of running GURPS. That said, all of that done, I don't curate the list of skills for my players. Rather I just have a conversation with them about their character concept. They tell me what sort of character they want to play, and I say...well, these skills seem to fit with that concept. If they do want to look at a list of skills, I let them look at the the GURPS Skill Categories PDF, which lists skills down by category, so if they are looking to be a Thief, they can just look over the Theif category. http://www.warehouse23.com/products/...ill-categories |
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Generally speaking, a professional skill can be rolled for anything you thing a professional in that category would have learned to do the job. |
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Player characters were built on 200 points. They were designed to be adventurers who could sail off to unknown lands and have a reasonable chance of coming back. I encourage players to take (a) the skills that are needed for their character's occupation or role, (b) skills that they would likely have picked up during their earlier lives as they describe them, and (c) a couple of skills for characterization. I also may note a few defaults that are likely to come up in play. In this campaign, four of the five PCs had some knowledge of Path/Book magic, which added to the length of their skill lists. On the other hand, I've run a campaign where the PCs were 14-year-old boys who were starting to study magic at university. They were built on a budget of 75 points, which had to include at least Magery 0 and Legal Immunity 1, and usually included some Status and Wealth, not to mention buying up IQ a bit. So they didn't have a lot of skills. Really, for me, it's a question of "what fits the narrative?" |
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So...there isn't just one answer. |
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Collapsing some of the skills can help, but you'd need to make a list, or borrow someone else's list, of reduced skills.
I also often allow players to keep 3-5 pts reserved and unspent to spend on "oops, my character should know X" skills in the first few sessions. This helps reduce the pressure to get everything perfect, which is hard for a skill set on modern characters, and nearly impossible in higher tech settings. |
Re: Tips for avoiding skill bloat; Pro skills
GURPS Skill Categories is a free resource that I have found helpful. I also recommend GURPS Template Toolkit 1: Characters, even if you're not planning on using templates. One chapter of that pdf categorizes the skill list into "niches."
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And every single one of my 30 skills is /Hard. Ten of them are combat skills, of which eight are melee combat. |
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This post is helpful. Thanks for your share!
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WIZARD: "I can tell you it has a thousand and one tentacles with each a hundred and thirty seven mouths and nine eyes on each tooth of those mouths, and that it has an aversion to quince, but I have no idea how something like that thinks." PRIEST: "I can tell you it prefers to eat virgins and its own cultists, and that anyone who sacrifices a sapient to it has an equal chance of being rewarded with unholy powers or being eaten along with the sacrifice, and that in theological terms it counts as a mortal rather than a demon. Just a very powerful, very foreign mortal." WARRIOR: "Don't sacrifice virgins to it and coat my sword in quince juice, got it." Hidden Lore on Things is...very well hidden. Probably in another spatial dimension of which 3D beings cannot comprehend. |
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This would be nice released as a web page, or downloadable doc; I think a number of GMs would like this simplified approach.
I see at least one GURPS skills placed under more than one of the 30 Skills: Hiking, under both Athletics and Exploration. Is that intentional? Also, do the categories of Expert Skills, Professional Skills, and all scientific skills go somewhere, or are they left out of the game? |
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I've also worked to reduce the skill list. I have a post with my house rules here on my blog.
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I'm in favor of restricting the players to GURPS Lite and perhaps one specialized skill, advantage, or disadvantage from the rest of the books. This was a lot easier to do in 3d edition, but it works to focus the players on core skills over esoterica.
On the other hand, we would be remiss if we didn't call your attention to this post from Kromm about the minimum skill set needed for an action campaign. |
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Over the weekend, I helped my players draft their new characters. I scheduled a day for character drafting and curating, and the following day for actual campaign play. No one showed up until the day of; needless to say, there wasn't any actual campaign play. Handholding four people that are new to GURPS takes up inordinate amounts of time.
But I digress. One character is an ATF agent. I gave him Pro: Law Enforcement, but I wasn't able to field questions well regarding its use. I realized that he didn't understand when I looked at his sheet and found he'd dumped his points into the pro skill and failed to purchase any other pertinent skills (Gun, Investigation, Driving, etc). How do I explain (and understand, I guess), the overlap - where professional skills end and general skills begin? Are there synergy bonuses from your pro skill to skills he might use on the job? Is the pro skill able to replace certain skills entirely by itself (kind of a catch-all), or would that just make it a cheap, versatile (!) skill? |
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If you don't know how complementary skills work, it's pretty simple - to aid another character or yourself, a character proposes a complementary skill, a skill for which success could plausibly aid the main skill. If the GM accepts this, the player rolls the complementary skill (before the main skill is rolled), and if they succeed, they give a +1 bonus to the main skill, or +2 on a critical success. On a failure, however, they impose a -1 penalty, or a -2 on a critical failure. So, for example, the ATF agent might be trying to get a warrant to search someone's home for weapons. You decide this requires a Law roll. The agent has Law-11, which is a bit low, so they want to help things along by ensuring that all their paperwork is perfectly in order, with all the "i"s dotted and the "t"s crossed, so to speak. This would normally be an Administration roll to complement the main Law roll, but you decide to allow Professional Skill (ATF Agent) to stand in for it, since filling out ATF-related paperwork is definitely within it's wheelhouse. Quote:
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So, it can work synergistically if you role for it in tandem with the applicable skill - assuming there is overlap. Cool. That helps quite a bit. I'm having loads of other problems with my campaign and my players, but this sorts out at least one small problem I had. Thanks!
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To decrease the number of skills on the character sheets, I encourage them to use Wildcard! skills.
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