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Old 08-17-2015, 04:12 AM   #10
vicky_molokh
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Default Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .

Quote:
Originally Posted by dataweaver View Post
I'm not disagreeing with you. But note that nearly every RPG that has consolidated skill lists invariably includes some mechanism for customizing a skill. Fate Core uses Stunts, World of Darkness games use Specialties, and so on. Clearly, a raw list of 30ish skills and nothing else is going to be insufficient.

Relating this to the aforementioned customization tools, you'll likely note that the list of Specialties in Exalted brings the effective length of the skill list up into the 200ish range; but most people don't notice because (a) you're rarely looking at double-digit Specialties at a time, (b) they're always thematically grouped by the skill they're associated with, and (c) they're usually optional, in that they make you better at something the skill already lets you do rather than enabling you to do sommething that you wouldn't be able to do without them.
Grouping specialties certainly helps reduce the load, but that's not the only deal. The other big important thing is that Exalted-style Specialities are optional. I you want to be a master of etiquette, you don't need to go through 4-6 specialities of Socialize - you just buy Socialize 5 and are done with it. In Exalted, this is slightly undermined by the fact that specialities (a) are given out at chargen (you get four for free) and (b) allow you to bust the dicepool cap slightly.

Speaking of specialities, in 4e they seem to be something that is rarely worth the bother with the RAW skill narrowness. The +1 is a minor bonus to a very narrow field in exchange for -1 to everything else, and you need to go over possible specialisation for each and every of your eligible skills. That's annoying more than useful.

(Also, in a way, such grouping is why Skill Categories are a thing.)

Quote:
Originally Posted by dataweaver View Post
This strikes me as a strong argument for breaking out Template Toolkit 1 and referencing its section on Challenges and Niches, where a major purpose is ensuring that a given Niche properly covers the Challenges that it's supposed to cover. Granted, it was written with the standard skill list in mind; but it really could be used to generate a viable consolidated skill list by starting with the list of Challenges and then engaging in somme minor lumping and splitting.

Bringing this around to the customization tools that I’ve been talking about, the section about Splitting Challenges could be referenced when coming up with customizations for a skill when they're not being used to adjust the skill list itself.
While Template Toolkit is interesting, it seems to be too much of a 'make your own campaign-specialised template set' instead of offering a more generic solution.
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