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Old 01-11-2019, 07:44 AM   #32
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by Raekai View Post
Your stuff from this older thread has kept me interested in KYOS stuff. I haven't committed to using it, but now I just might.
I lost track of that thread... I may just use that instead of the table snip I put here.

Quote:
Furthermore, while I'm aware that you're looking at Supers stuff, do you have an idea as to how you would approach low-tech arms and armor?
My rescaling chart starts as 14 (just under 4d), which would work for high/cinematic fantasy (gods, dragons, ogres, demigods) but wouldn't really have much of an impact on the human range (8-14). KYOS would be a bit touch more generous with encumbrance and damage.

Quote:
It seems out of the scope you've been touching on (especially with the note that no high-tech arms under 4d have been altered)
For Supers, 16+ is where I started since I arbitrarily decided 16 was as high as realistic humans have for attributes. Everything lower is as it was, which helps existing players translate. They didn't have much of a point of reference for super high values and where familiar with the numbers in the 8-16 range.

For skills I rate the what you need to be called: 12+ = professional, 14+ = specialist, 16+ = expert, 18+ = master, and 21+ one of the best in the world. When you call a plumber you expect you're getting a 12+ skill. When you go to a surgeon, you expect a 14+. If they are talented enough that the professionals and specialists refer you to them, then are likely 16+. If they progress the field, they are probably 18-25. You can can take 25+, but I've always felt you can better diversify to negate 10+ penalties rather than high skill.

Quote:
I'm starting to work on putting together a new campaign, and I am almost convinced that I should finally apply KYOS.
Sure, why don't you PM me what it's about or open a new thread?
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