Quote:
Originally Posted by Fred Brackin
=Yet some people might tell you that 16 is very high and the best swordsman in the world is only at 18. I think this is a little low but it's your GM's opinion that matters.
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This is what Basic Set p 171 suggests: "Once your skill level reaches 14, additional levels of skill don’t improve your odds of success much."
The GURPSwiki took
a post by Kromm and some information from Classic and produced this:
*7 or less (Unskilled): default users
*8-9 (Feeble/Novice): beginners, humorous bumblers, old School day skills
*10-11 (Average): most non-job/secondary and hobby skills for ordinary folks; primary draftee skills
*12-13 (Competent/Low-risk professional): most job skills for ordinary folks including cops, doctors, pilots, and soldiers
*14-16 (Exceptional/Expert/High-risk professional): the most seasoned of ordinary folks such as commandos, field surgeons, and ace pilot
*17-19 (Expert/Heroic): extraordinary world-class experts;
generally the best in their field for that generation.
20-25 (Master): it is counter productive to go for a skill this high. Time (and points) is better spent in “subsidiary” skills, related advantages, or Techniques.