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#1 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Greetings, all!
The 10-point thread seem to be prone to spawning tangents. This one is produced by a mention of a hypothetical technique, which was deemed too broad. So the reasonable follow-up question is, of course, just how broad should Techniques be?
Spoiler:
They cost roughly ¼ of full skills, so it's usually not a good idea to have more than 2-3 per skill. Also, here are some examples of Non-Combat Techniques: No-Hands Riding (pretty wide), Scaling (extremely useful as far as Climbing goes), Slip Handcuffs (definitely very common use, if the setting includes them, e.g. in TL7). Now, perhaps we in fact have to few non-combat Techniques because people have no idea how much they should cover. Anybody got opinions on the issue? Thanks in advance! |
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#2 |
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Join Date: Mar 2008
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#3 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Yeah, I mean for a character, not for the world.
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#4 |
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Join Date: Apr 2006
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The thing I thought when I read Bill's response was, if seduction is really analogous to "killing people", then there ought to be at least a dozen various skills and techniques involved; GURPS combat has many dozens.
I fear this would lead to technique bloat, though, which is already something of a problem in GURPS combat. And technique bloat leads us to buy up the underlying skill instead, which gets us back to "wait, so which one is the Seduction skill?" |
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#5 |
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Join Date: Mar 2011
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I would make them fairly narrow or for burning away one specific kind of penalty.
1) A lot of skills would probably have one tech for doing it quickly. Burn away the haste penalties. Works for brainwashing, repair, inventing, and cooking. 2) A lot of skills would have another tech for lack of tools or improvised tools. These two combine really well. With cooking you can quickly produce a wonderful feast from the stuff you find in a dumpster. With the proper repair skills you take patch anything up in no time with a roll of duck tape. 3) Specific penalties for tasks: You could get rid of the penalties for a large object with holdout, or a lack of clothes. Another area would be narrow tasks for a skill. Hiding sniper rifles with hold out, or making people love you with brainwashing. The important thing about burning away penalties is you don't let them sub for the skill. For example, if you have 10 points in the haste tech, you can not get skill+5 when only spending half time on a project. Last edited by Lamech; 12-09-2012 at 05:49 PM. |
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#6 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Quote:
Since increasing a Technique costs 1/4 of increasing the full skill, any valid technique must constitute less than 1/4 of the usage of the skill. Or in other words, you need to be able to define at least five different Techniques for each skill, in order for the point costs to match up. |
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#7 | |
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Join Date: Dec 2010
Location: Seattle
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Quote:
__________________
Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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#8 |
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Join Date: Apr 2008
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I’ll answer the original question by suggesting some potential Sex Appeal techniques and opening discussion on whether people think they are too broad/too narrow;
Retail Flirt: Can be used to gain small discounts when buying things (customer side), or to increase probability of making a sale (retailer side). Cleavage Speeding-Ticket Exemption: Can be used to avoid minor rules violations and penalties. Classic use is to avoid traffic fines. Other examples could be attractive teenagers flirting to buy alcohol while underage, or a Bond superspy getting through on an imperfect false passport. Create a Distraction: Classic action movie cliché, can be used to apply a penalty to sensory checks. Seal the Deal: Used to persuade a reluctant subject who is attracted but has some reason to decline (spouse/vow of celibacy/wants to ride unicorns, etc.) into having sex. |
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#9 | |||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Quote:
Quote:
[QUOTE=Jonathan Willis;1489165] Quote:
Since it seems to circumvent a trait that normally makes success impossible at all, I'd be very strict with this one. Notably: it may only be used after you find out about the issue (either by failing the first roll, or by trying to figure it out in advance with Psychology and stuff, or by being told for some reason); and, the base penalty should equal to the absolute point value of traits that act as stoppers. Thus -10 against a Vow [-5] and a Higher Purpose [5] if both are stoppers. |
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#10 | |
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Join Date: Jun 2008
Location: Milwaukee, WI
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[QUOTE=vicky_molokh;1489227]At first I thought it's reasonably narrow, but then I realised that a similar Technique based on Merchant would step too much on the Core Use. So I'm careful about that one.
Seems safe to me. It may or may not be too narrow. Quote:
__________________
Just Bought: Succesful Job Search! Currently Buying off: Fat *Sigh* and Poverty. Number of signatures inspired: 1 Word of God and Word of Kromm are pretty much the same thing in my book |
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| Tags |
| non-combat techniques, social engineering, techniques |
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