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Old 06-08-2021, 10:01 AM   #60
Emerikol
 
Join Date: May 2021
Location: Eastern Kentucky
Default Re: Skill Advancement

Quote:
Originally Posted by bocephus View Post
Skill level cost variation (this replaces the standard version, its not an addition to it):
Scale them by one instead of exponential. Just adding one to each subsequent skill increase, you pay additional 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, and on (the points spent intersect at the 6th increase then start to become cost prohibitive) early on its even a touch cheaper, but definitely covers increasing skill once you are at that high skill level. If it wasn't that I use a tool that is pre configured for GURPS I think I would probably implement this right off now that someone pointed it out.

VH progression GURPS 4e 1, 2, 4, 8, 12, 16, 20, 24, 28, 32, 36
VH progression proposed 1, 2, 4, 7, 11, 16, 22, 29, 37, 46, 56
VH progression math: 1, 1+1, 2+2, 4+3, 7+4, 11+5, 16+6, 22+7, 29+8, 37+9, 46+10, 56+11, etc....


Its basically the same point investment up to:
Attribute +7 for easy
Attribute +6 for average
Attribute +5 for hard
Attribute +4 for VH

After this point it starts getting really expensive and a +40 would simply be untenable. Your game has to be balanced for this, and you can allow the addition of techniques for martial abilities to get players up into that 20ish sweet spot. But this is mechanically much easier to control if your not using one of the software build options, they usually hard code skill level progression
The above looks really good.
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