Re: Capping Skill Default Levels
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Originally Posted by Sindri
There is no GMing to be improper.
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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
What am I trying to do here but come up with an appropriate penalty?
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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! ;)
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