Skill Advancement
So this is something I'm pondering. Being fairly new to the game, I don't plan on doing anything until I have a lot more experience. Still I thought it might something that many of you have discussed and have some ideas on.
Why do skills not get progressively harder to advance? I see a lot of notes in teh GURPS books warning about really high levels of a skill. I mean with many skills perhaps there is a natural limit because anything beyond that limit wouldn't matter. I think though in many cases that is not true. Combat skills and spells for example. What causes them to go from 8 to 4 for the maximum cost in the skill advancement table? I admit I like the fact they went to just one table. Where people under the old system going for broader character concepts that covered too many categories? Was there any thought to limiting how many different skills a PC could have? I'm just asking. I'm sure they had reasons. Just curious what their thinking was on some things. |
Re: Skill Advancement
Which table are you referring to?
Skill cost progression is 1, 2 (+1), 4 (+2), 8 (+4), 12 (+4), 16 (+4), etc. So the short version is after you've hit the point where you've payed 4 points, every skill level improvement after that is +4 point cost. So a DX Average skill, with a DX 10, starts at 9 for 1 point, then goes up to 10 for 2 points (1 for 9, +1 for 10), then to 11 for 4 points total (1 for 9, +1 for 10, +2 for 11), then to 12 for 8 points (the 4 points for the previous 9-11 +4 more points to get to 12), then going to 13 would cost another 4 points (total of 12 points spent). |
Re: Skill Advancement
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In 3e the highest levels where +8. Now they are +4. I was wondering why they didn't just gradually go up so each additional level would cost a little more. |
Re: Skill Advancement
At low levels, skills do get progressively harder to advance, with the 1,2,4,8 progression.
Most skills run into a diminishing returns at high levels. Once you have a 20, you expect to succeed on most every roll, even with some penalties. The exceptions tend to be combat skills and opposed contest skills. Managing those is usually about managing expectations and varying challenges. At a certain point, its more attractive to raise attributes than skills. One caution is that when you are moving from D&D stats to gurps stats, they look equivalent, but they're not. a 12 in gurps is about a 14 in D&D, and a 14 in gurps is about an 18. |
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Re: Skill Advancement
Because skill levels (and most things in GURPS) work on a bell curve. After a certain point, it's not worth it to spend another 4 points for a 1% improvement.
For instance, suppose you've got IQ 10 and you spend 20 points on an Average difficulty skill to have skill-15. At an effective skill of 15, you've got a 95.4 percent chance to succeed. Now suppose you spend another 4 points on the skill. Now you have skill-16, which gives you a 98.1% chance to succeed. After about this point, every 4 character points gives you a very modest improvement to your success rate. What you get, instead, is the ability to soak up penalties to your rolls. Your basic chance to succeed is effectively maxed out, but for each 4 points you can do harder things than before. Those 4 points keep you at the higher end of the bell-curve; they don't make basic success more possible. And I think there's also an element of "Let's not make this too complicated." |
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I'm making up for it though as I've bought 5 real books and a pdf recently. Basic Set (2 vol), Fantasy, Thaumatology, Powers, Magic, Low-Tech and How to be a GURPS GM. Actually that is 8. Pdf was Dungeon Fantasy Characters. |
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I can understand a linear progression if you are determining difficulties and relative character strengths. |
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10 is average for a human, and represents most people. 11 or 12: Above average, but not normally noticeable unless you do something that shows them off. 13 or 14: Immediately apparent to anyone who meets you, but you might know a few people like this in your lifetime. 15+: Everyone is amazed at your attribute. 20: Human maximum (except for ST). GURPS Template Toolkit 1: Characters further defines the upper end: 17-18: Legendary. Historical bests and remarkable fictional and folkloric heroes. 19-20: Mythic. The best of the heroes. Physically possible for real people, but no one's ever really gotten there. |
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