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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Greetings, all!
What would be the reasonable improvement per point spent on a hypothetical Improved Job Training? I'm thinking specifically of improvements that provide a benefit under routine, on-the-job circumstances subsumed into Job Rolls, but aren't good enough to affect rolls under other circumstances, let alone under outright adventurous conditions. On one hand, there's Hyperspecialisation, which provides +5 to a narrow area, and surely most people with Hyperspecialisation would be working in such narrow niches. On the other, there's Efficient, which allows working at no penalty in 80% of the normal amount of time required (thus essentially providing free time equal to 1/5th of the normal workhours), and is very useful under all sorts of circumstances. On the third hand, +1 to Mixing Cocktails seems to be very narrow, and doesn't even fully cover a bartender's role (though it does seem to be handy for them). So, how much is too much, and how little is too little? For Job Rolls Only, that is. Thanks in advance! |
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| job roll, perks |
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