Quote:
Originally Posted by DouglasCole
Just remember that "broadly competent in things that have very high adventuring utility" is GURPS-speak for "expensive as hell" from a points accounting perspective.
|
Yep. Of course, the GM could let each player define a custom role-based wildcard (p. 7) of the "ultimate template wildcard" variety (p. 18) that allows a roll for
anything to do with their place in the campaign; give them full wildcard familiarity (p. 11), loads of implicit perks (p. 12), and a raft of other bonuses, including resistance and damage bonuses (pp. 13-15), within their area of expertise; be liberal about off-label use and negotiations (p. 23) outside their area of expertise; treat easy tasks as trivial (p. 25); open up the critical success range (p. 26); and grant Wildcard Points to spend as meta-game currency (pp. 12-13). That would make the expense a whole lot more justifiable, as the PCs would then be able to see most of the plot as a nail to hammer with their wildcards, enjoy benefits that no non-wildcard skill grants at
any level, and have the functional equivalent of a bunch of Luck-related and Higher Purpose advantages. Also, ignoring many penalties and receiving bonuses for simpler tasks would make
effective skill levels higher despite the high cost.