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Originally Posted by TheOneRonin
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To be fair, I started the thread by posting a snippet from Wikipedia and asked the community how to translate that quote into GURPS skills, and what those skill levels would be.
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For anything OTHER than military templates, GURPS forum readers object wildly to more than 12 cp/year for intensive training (full time education). Even for non-stat-normalization followers will look askance at that number, and it doesn't apply once you start doing anything other than full-time studying. Every time you write down a cp number, think "1 month dedicated, fairly intensive training". A 3-week course, might, maybe, qualify for 1cp in something. Following your templates, other high-education characters will have *absurd* skill levels (and that is speaking as an extreme NON-stat-normalizer).
Your current core template gives 9 cp in melee combat. Basically, a full year (with followup maintenance time) in training in mostly obsolete skills. Overkill.
You also overestimate the skill levels required to function for most tasks. For example, Navigation [2] gives a level of 13. Which doesn't sound that high until you add the +1 for a good topo map and +3 for GPS (or +1 for the backup compass), and then the usual +4 TDM. A base skill level of 13 is massive overkill, and I doubt 2 months of dedicated training in Navigation (land), much less Navigation (sea). The dabbler perk is what is called for here.
Survival is another questionable skill. There is no reason to train modern military personnel to live off the land indefinitely. Off the land indefinitely with logistical support, yes. Endure until extraction without logistical support, naturally. But neither of those require even a single point in Survival (specialty). Dabbler, at most. And don't forget the advantage of TL-8+Massive budget. Good gear means that even low skill levels can be adequate. No need to hunt your own food if you can carry it in.