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#51 | |
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Join Date: Mar 2006
Location: Iceland*
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It seems off to me that with the same level of quality of work, a skill 12 character is slightly faster than a skill 10 character (+25% speed), but a skill 19 character will be twice as fast as a skill 18 one. Also, a -2 penalty is huge for regular people. A -5 penalty makes something more or less impossible at normal human skill levels. Do you really think that being twice as fast a worker than someone else requires skill 15 to his skill 10? I find it much more plausible that this is the difference between an expert of skill 14 and a normal professional at skill 12. I'm not familiar with a time-reduction Technique, so if you know where I'd find it, please share. As for Efficient, I'm not sure I would change it. A lot of Perks are extremely useful for sedentary non-adventuring types, but still only cost 1 point. I don't see that doubling the output of a character for a single skill is any more or less unbalancing than having him get a +N to most grappling rolls for Power Grappling or get a +5 to all skill rolls within his narrow professional niche for Hyperspecialisation.
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#52 | |||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#53 | |
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Banned
Join Date: Oct 2007
Location: Europe
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#54 | |||
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Join Date: Mar 2006
Location: Iceland*
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I was assuming a fairly easy job, above, so that you'd get a TDM of ca +4 to +5 and you'd need 14+ effective skill so that you were working steadily and not failing a significant percentage of the time. This allows anyone better than a beginner (skill 10) to use the rules for reducing the Time Spent. Anyone with less than skill 10 can't really do that, because that would mean failing far too often. With skill 5, forget about it. Realistically, someone who knows how to type can type far more than twice as fast than someone who has no idea how to do it. And a really good typist really can get speeds that are more than twice as fast as normal person, even if that person can be assumed to have a skill which includes typing at TL8 at professional levels. The same applies for sewing, carpentry and pretty much any skill where progress can easily be measured in how much you accomplish over time. I get that a lot of this will be lower skill people spending twice as long or even thirty times as long as they really have to on tasks in order to justify a bonus of +1 to +5. But it seems odd to me that penalties stack up so much faster than bonues at the first few levels of trying to improve speed and then, instead of further speed increases being progressively more difficult to achieve, they get easier again. The simplistic rule for -1 for every -10% yields results that don't seem to match real-world experience and it doesn't fit very well with the scaling of the rest of the system either. If -2 to skill means a doubling of speed or distance with anything else, why does it only mean a +25% increase of working speed at normal human levels of skill? And why does it suddenly go up to +100% working speed at top human skill levels? Is the difference between the two best people at their craft huge and easily noticable even by amateurs, but the difference between a journeyman (skill 12) and a master (skill 14+) not really worth measuring? I think that goes against how skill levels are defined in GURPS. Quote:
I don't think it's unbalancing or out of tune with what many other Perks do to allow someone with Efficient to go from 60 seconds to 30 seconds instead. At that point, it starts to be noticable, which is good. If no one ever notices a character has a given trait, that trait doesn't serve much of a purpose. Quote:
Potentially useful? Sure. Why else would someone take a Perk? But there are Perks that are much more useful to typical adventurers, such as Power Grappling, Strongarm or Weapon Adaptation.
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#55 |
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Join Date: Mar 2006
Location: Iceland*
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I'm happy with those rules. They reflect the fairly realistic idea that you rapidly run into diminishing returns when you spend more time tinkering with a task in order to do the absolute best you can. You can do it, of course, but it's not all that efficient and not supposed to be.
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#56 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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The only reason I haven't took it for my character's skills is that my concept was IQ- and Talent-driven, with too little points spent on skills (thus it's to early to invest in such Techniques or Perks). |
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#57 | |
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Join Date: Mar 2006
Location: Iceland*
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But in the RAW, particularly if you go by the written text and rule that it only helps when you perform a task at 80% speed (and not if you want to reduce it more), it's not worth taking. If you extend it to removing -2 from all haste penalties, it's worth it, but only if your character regularly expects to perform tasks at -50% or faster and has the skill for that. That is, only if he has skills near the human maximum. It's generally not worth it in a realistic campaign to take a trait which helps you with removing -10% or -20% of the time requirements, because those penalties are so steep to beging with that no realistic character will attempt them.
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#58 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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I read it as providing a compensation of two levels for rushed tasks, whether this is a task rushed by -9 or by -0. I'm considering buying it if I eventually reach a state of having 4+ points in appropriate skills. Cutting your work time by 20% under most circumstances (since, e.g., GMs are frequently leery of spending 30-120 hours and getting +5 to Psychology) is a non-ignorable benefit for [1]. Spending -50% time is temptation enough to buy it for any sort of skill where the outcome depends only on you - you get the same output through ½ the workhours! At this point, it would become a temptation for Caine to abandon his work as a negotiator/analyst and become a freelance analyst only, despite lower skill level, as it would let him do twice the jobs with only a 10-20% reduction in salary per job done. |
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#59 | |||
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Join Date: Mar 2006
Location: Iceland*
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But that's a matter of unclear wording. I'm quite sure it's not meant to be that useless. Quote:
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#60 | ||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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| Tags |
| low-tech, low-tech companion 2, organizations |
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