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Old 10-21-2011, 08:56 PM   #11
trooper6
 
Join Date: Sep 2004
Location: Medford, MA
Default Re: Extremely simplyfied GURPS Skills

Quote:
Originally Posted by TJA View Post
I think, that i cannot get my players to do such things :)
They do not read the rules and they play mostly like with a war game ...
Dungeon Fantasy may come close :D

And i was searching for the base, as this ideas can only work when i can assign levels and cost - for this, i need the base attribute.
Your idea is fine, of course - could still be applied, but the cost should be based on the attribute given above. At least, that seems to work.

Thanx!
If you go with the character concept bang skills, your players don't need to read any rules. But you might want to review the Wildcard skill rules on pg. B175. It explains the cost. Wildcard skills are Very Hard Skills that are triple the cost.

You are doing Dungeon Fantasy, right?

So let's say you have the following Bang skills:

Fighter!
Cleric!
Mage!
Thief!
Barbarian!
etc.

Looking at the table on pg 170 you get:
Attribute-3, 3cp
Attribute-2, 6cp
Attribute-1, 12cp
Attribute+0, 24cp
Attribute+1, 36cp
Attribute+2, 48cp
Attribute+3, 60cp

So your Fighter spends 48cp on Fighter! and has it at Attribute+2. Your fighter has the following stats:

ST 15
IQ 10
DX 13
HT 14

You fighter can use Fighter! to swing a sword at DX+2 (or 15), or use Fighter! to repair his shield at IQ+2 (or 12), etc.

So your players can wargame with only one skill, or throw some points in a few skills they want to specialize in or those that are out of the bang skill.

The players wouldn't really have to know a lot, because you would do a lot of the adjudicating.
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