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Old 11-22-2021, 04:18 PM   #23
maximara
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Join Date: Aug 2004
Location: Sumter, SC
Default Re: Professional skill seem cheap

Quote:
Originally Posted by whswhs View Post
Why do you want to?

The standard approach in GURPS is to treat a "profession" as a template. And a template routinely includes at least a couple of primary skills (things the practitioner needs to be quite good at), several secondary skills (things that require basic professional competence), and some background skills (things some who pursues that profession would be exposed to, learned at a basic level). That defines, not a single uniform level of competence, but a range of different competences that define the "profession" in some detail. It seems that you dislike that approach, but I'm not sure why.
They may have seen something like "Professional Skill (Law Enforcement) — 12" in one of the Classic books (Zombietown U.S.A. for this example).

The 4e Basic Set says "Anyone connected with law enforcement and criminal investigations: beat cops, corporate security, government agents, forensics specialists, coroners, etc. Typical skills are Criminology, Forensics, Intelligence Analysis, and Law"

So in the conversion of the character I replaced "Professional Skill (Law Enforcement) — 12" with:
*Criminology (A) (IQ-1) — 12 [1]
*Forensics (H) (IQ-1) — 12 [2]
*Intelligence Analysis (H) (IQ-1) — 12 [2]
*Law (Local) (H) (IQ-1) — 12 [2]

About 2 years ago we had the Explain to me about Professional Skills and the issue of where the boundary of a general skill and an adventuring skill is came up there.

Pulling out GURPS WWII and looking at the templates Soldier on its own is not going to cut it. The character will need other skills.

I see it as a great opportunity to flesh out the character. What type of soldier are/were they? Rifleman, Marine, CO, Recon Trooper, or something else?
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