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#1 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Some thoughts on grouping up skills:
Accounting, Administration, Politics, Law, Current Affairs (Business), Finance, Merchant, Research, Market Analysis, Economics, Heraldry, and less-artistic uses of Writing - covered by Bureaucracy. Assorted ranged weapon skills covered by Marksmanship, with a strong attention to TL-related familiarities (so e.g. no easily picking up a bow and sniping with it until you adapt to using without penalty). Linguistics, Public Speaking, Writing, Detect Lies, Literature, Poetry, Artist (Calligraphy and Illumination), Gesture, Propaganda, Lip Reading - covered by the Wordsmith skill. Acrobatics, Aerobatics, Aquabatics, Climbing, Running (sprint), Skiing (sprint), Swimming (sprint), Jumping, Free-Fall, Body Sense, Dancing, - Athletics. Running/Skiing/Swimming (endurance), Power Blow, Hobby (Feats Of Strength), Roll With The Blow, Lifting, Breath Control, Hiking, Forced Entry - Toughness or Physique. Acting, Fast-Talk, Disguise, Mimicry (Human Speech), Make-Up, Feints and Ruses in combat, optionally Holdout - Guile or Deceit. Animal Handling, Falconry, Riding, Packing, - Animal Ken. Armoury, Mechanic, Carpentry, Cooking, Architecture etc. - Craftsman, with strict familiarities. First Aid, Physician, Diagnosis, Physiology, Autohypnosis, Biology, Esoteric Medicine, Hazmat (Bio), Hypnotism, Genetics, Bioengineering, biological uses of Chemistry, Poisons, Forensic (biomedical), Body Language - covered by Biotech. Camouflage, Survival (non-urban), Fishing, Mimicry (Birds and Animals), Tracking, Hiking, Weather Sense/Meteorology, Swimming, Naturalist - covered by Outdoorsman. Chemistry, Biology, Psychology, Linguistics, Physics, Physiology, Mathematics, Cryptology - Science. Computer Operation/Programming/Hacking, Electronics Operation/Repair/Engineering, Cryptology, - Wire Rat. Criminology, Tracking, Traps (detection and disarming), ElOps (Security), Forensics, Search, Observation - Investigation. Psychology, Body Language, Detect Lies, Brainwashing, Brain Hacking, Sociology, Interrogation, Hypnotism, Autohypnosis/Meditation, Propaganda, Memetics, Teaching - Psych. Streetwise, Intimidation, Gambling, Pickpocket, Lockpicking, Savoir-Faire (Mafia), Filch, Surival (Urban), Traps, Forced Entry, Forensics/Housekeeping (only to remove clues), Forgery/Counterfeiting, Holdout, Escape, Smuggling - Larceny. |
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#2 |
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Banned
Join Date: Jun 2005
Location: Bristol
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Politics, Current Affairs (business), Current Affairs (politics), Economics, Public Speaking, writing, Propaganda, History! Research, Philosophy (Marxism), Merchant (selling radical papers and books etc), Enthralment, Persuade. Socialist Agitator?
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#3 |
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Join Date: Aug 2014
Location: Snoopy's basement
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I'm not sure I understand the purpose of this effort, but I see downsides.
Certainly in many of the examples given it seems to me that it is possible, and even likely, that a person would have some of the skills within an umbrella and not others. For example the typical maverick litigation lawyer is typically tempermentally unfit for learning a lot of Administration. On the other hand, I would consider reducing inter-skill defaults by 1 across the board. |
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#4 |
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Join Date: Feb 2013
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This looks like a d6 skills list.
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Leave this space blank. |
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#5 |
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Join Date: Feb 2009
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If its supposed to look like a D6 skills list, could easily look at some of the sundry Open D6 books
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#6 |
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Join Date: Oct 2014
Location: Chicagoland
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HERO System is another one to look to as a good example of an any-genre skills list that is small. Of course, they do that partly through having three "misc." skill areas: Knowledge Skill, Professional Skill, and Science Skill. Each is defined when purchased. For example, you might buy Professional Skill (Plumber) or Knowledge Skill (Medieval History), or Science Skill (Chemistry).
Otherwise, skills tend to be pretty broad, with just a few cascade skills such as Driving and Piloting (where you pick from a list of vehicle types when you buy the skill).
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GMing Since 1982. |
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#7 |
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Join Date: Sep 2004
Location: Medford, MA
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I actually like the number of skills in GURPS...but I'm a "lots of skills" GM.
However, if you really want to reduce the number of skills radically, why don't you go the Over the Edge route and remove the defined skill list completely? Have the players define their own skills (I think they each character has three Skills/Traits in Over the Edge/Warp) So one character can have: Marksmanship Brawling Detective Another can Have: Businessman Well-Read Computers Then you never have more skills than you need. |
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#8 | |
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Join Date: Jun 2006
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Quote:
I suppose the other limit that still preserves some of the GURPS engine is not to have any skills at all. Just roll everything against the attribute you'd base the skill on instead. Effectively you have as many different skills as your game has attributes. This worked OK back before all games *had* skill lists, and still should.
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-- MA Lloyd |
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#9 | |
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Join Date: Aug 2014
Location: Snoopy's basement
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Quote:
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#10 | |
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Join Date: Jun 2006
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Quote:
Another approach, why not just use the skill categories (http://www.warehouse23.com/products/...ill-categories)? There are are already the right number of them, and somebody else already did the sorting work. Yes there is some duplication, but so what? Skills always have the problem of stuff that could be done with more than one of them.
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-- MA Lloyd Last edited by malloyd; 08-12-2015 at 03:45 AM. |
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| Tags |
| alternate gurps, house rule, skills |
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