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#61 | |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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When you measure the size of history in person-years -- the years of individual human experience all stacked up, its not a drop in the bucket.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#62 |
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Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavķk, Iceland
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Yeah, well, I'm thinking about fishing in the sea with trawls, trawlers, and nets. Cod, haddock etc. move in predictable ways so the fishermen generally head to the same-ish spot at the same time each year.
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#63 | |
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Personally I see 'trawling' as separate from 'fishing' as far as the GURPS skill should work. Last edited by evileeyore; 07-03-2015 at 12:27 PM. |
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#64 | |
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Join Date: Aug 2005
Location: Portland, Oregon
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In any case today it is like asking why we need special words for "irregular" or "infantryman" when in cave man days all warriors were irregulars and all were infantrymen. In modern times and in fact for a considerable amount of time they were not. Moreover this denotes the specific tasks to be assigned them which they do at optimal level. Likewise "hunter-gatherer" denotes a lifestyle that is now rare, with the exception of commercial fishing, and tells how it differs from others. Irregulars can ambush caravans and scout but not storm cities and likewise hunter-gatherers can provide fish and fur but not bread.
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison Last edited by jason taylor; 07-03-2015 at 10:05 AM. |
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#65 |
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Join Date: Sep 2008
Location: near London, UK
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Several characters in my games have had Urban Survival, but it hasn't come up all that often (I should do something about that). Hardly anyone has had Fishing, and it's usually been a colour skill. Lots of characters have one or two Survivals, and a few choose to collect the set.
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Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 |
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#66 |
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Join Date: Oct 2015
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So it might be a strange question but why take survival?
Currently my witch has survival 15 which is a 95.4% of success this sounds good, but the failure is catastrophical 2d+4 damage to the entire party. While rations cost 2$ a meal making it 6$ for a day. It also takes a lot of time to forage for food. Why would I want to use this when rations and a tent are available? Is it for cheapskates? Do we find landmines or a nuke or several sleeping but somewhat hungry predators, if we crit fail? Or a better way to phrase it: What advantage does my witch have over the other player who just buys a tent and rations for the journey? |
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#67 | ||
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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It's for when you're shipwrecked, or you lose your supplies and equipment to thieves, a landslide or some other accident. For all the cases where things have gone wrong and you're in danger from your surroundings. |
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#68 | |||
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Join Date: Nov 2004
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[QUOTE=Jose;1974492]So it might be a strange question but why take survival?
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(Also, from a non game mechanical perspective, rations mostly taste pretty crap, and premodern ones usually have some significant nutritional deficiencies). Quote:
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#69 |
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Join Date: Sep 2004
Location: Canada
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I'm quite happy with Dungeon Fantasy's guidelines (And Kromm's rantings here on the forum) about Survival and the damage from bad failures - it's not any one thing, unless some poor guy has Unlucky. Instead, it's The Worst Camping Trip Ever. Sunburn, bad water causing diarrhea and dehydration, getting intestinal parasites, getting stuck in a thorn bush, blisters on your feet from getting sand in your boot, wiping yourself with poison ivy/oak/what-have-you, spending five days being swarmed by so many North-Ontario blackflies that you have to pick them out of your teeth...
It's cumulative misery. That said, I'm rather inclined to have players roll Survival even if they have a tent and rations, unless they've driven right up to their site on a maintained camping park. It's just that the prepared get a substantial extra bonus, and aren't rolling every day to forage.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#70 |
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Join Date: Sep 2008
Location: near London, UK
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Apologies for necromancy, but I think this is relevant here: what about Survival for terrain you can't innately live in?
For example, what skill(s) should you learn for knowing what to do in these situations?
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Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 |
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| Tags |
| area knowledge, basic, fishing, skill of the week, streetwise, survival, urban survival |
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