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#1 |
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Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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But they all cost the same (4/level), basically, only the first two levels are cheaper.
And the cost is the same for every attribute. In third edition IQ skills cost was 2/level, Very Hard IQ skills were 4/level and Physical Skills were 8/level. And all with the same idea of initial levels costing less. The only thing that I think that may get a little complicated is the pre-def based in other skills. If you want to reward in skill levels, there are several possibilities, from start, just consider that you will give 4 points and decide where you will giver these points. give one advance in: two skills level 2 (2CPs) to level 3 (4CPs), or two Skills Level 1 (1CP) to level 2 (2CPs) and one level 2 (2CPs) to level 3 (4CPs), or four level 1 (1CP) to four level 2 (2CPs), or one skill level 3 or higher to a higher level, or give four unlerarned skills in level 1, or increase some low level skill and give other skill in low level, etc With you think about giving more than one low level at a time, you may also give: two Skills Level 1 (1CP) to level 2 (2CPs) and 3 (4CPs), or give an unlerarned skill in level 3, or give two unlerarned skills in level 2, or -------------------- Basically, what I am calling a level 1 skill is a skill in Attribute level minus difficult of the skill. That will cost 1 point. Easy (0) Medium (1) Hard (2) Very Hard (3) ------------------- What I see is that You are having trouble about the link between Attribute and Skill. You may consider fixing attributes in 10 and leveling only secondary things and/or consider all skills Starting at 12 minus difficult of the skill for 4 points (What is basically forbiding the first two levels) Or you can mantain the attributes and just forbid the first levels of a skill, or keep them just for background skills that aren't supposed to improve in the adventure (like farming, cooking, housekeeping, etc). You may also think about forbinding advantages that grants bonus for skills too (Like talents, flexibility, combat reflexes, Magery level 1 or higher, and so on), if it is making things complicated too. |
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#2 | ||
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Join Date: Jul 2010
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Quote:
Quote:
You're obviously not getting the point of the thread. I'm looking for advice on simplifying GURPS' skills system and NOT looking for a discussion of reasons why so I won't be discussing it further because I'd like to stop derailing my own thread.
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Through faith you have been saved by grace and not by works. –Ep 2:8-9 I make character sheets and other tools for various roleplaying games. Last edited by fewilcox; 03-14-2011 at 05:07 PM. |
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| Tags |
| skills, ultra-lite |
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