View Single Post
Old 05-16-2014, 04:32 PM   #31
Otaku
 
Otaku's Avatar
 
Join Date: Nov 2011
Location: South Dakota, USA
Default Re: Capping Skill Default Levels

Quote:
Originally Posted by Sindri View Post
There is no GMing to be improper.
Okay, "hypothetical GMing" then; you're worried about potential outcomes. If you're designing characters to reference while writing a story or some other non-standard usage of GURPS, read accordingly such as "properly setting the scene and describing the action."

Quote:
Originally Posted by Sindri View Post
What am I trying to do here but come up with an appropriate penalty?
So far you've been describing complicated rule changes. You've been altering game mechanics and trying to change defaults... not assign appropriate penalties based on what is actually happening, where because Character A has studied using Weapon X* his whole life that knowledge should benefit him in some way going head to head with Character B, who has never actually studied using Weapon X but instead is a master of Weapon Y, from which Weapon X can default.

Not liking the Skill system in general is something of a "separate matter". I know it isn't perfect, but I've seen far, far worse.

*Why resist, true believer! ;)
__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :)
Otaku is offline   Reply With Quote