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Old 10-24-2012, 12:49 PM   #11
Kromm
GURPS Line Editor
 
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Dungeon Fantasy/Monster Hunter Powers in Standard Games

A lot of DF racial Talents are halfway between true inborn Talents and Job Training. They're essentially Job Training with the usual strictures pertaining to maintenance and duty replaced with "I was born into this and have lived with it all my life!" That is, DF being old-school fantasy, its races come with default cultures that define vocations. Were I to port those Talents out of old-school fantasy and into other genres, I might well only allow them as Job Training.

That said, I don't see what's so "overpowered" about Craftiness. I think it's a defensible real-life gift, being a natural deceiver, and the skills covered are all examples of things that GURPS splits up rather too finely for many gamers' liking. The whole lot would be a generic "Deceit" skill in quite a few systems, and even many GURPS fans have difficulty with Camouflage vs. Stealth, Shadowing vs. Stealth, or needing both Acting and Disguise for impersonation.
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