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Old 08-17-2015, 09:26 AM   #11
dataweaver
 
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Join Date: Aug 2004
Default Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .

Quote:
Originally Posted by vicky_molokh View Post
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.
Yes. That's why the “(c)” in my post was “they're usually optional” — emphasis on “usually” because nearly every “consolidated skill list” I’ve ever encountered makes specialization mandatory for the likes of academics, crafts, and sciences.

Quote:
Originally Posted by vicky_molokh View Post
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.
I would not advise using GURPS' standard specialization rules for this project — nor the standard Technique rules, for that matter. Rather, I'd recommend something along the lines of what Fate Core does: have a separate trait that you take to customize a skill, either by improving your roll where the specialization or technique is involved or (more rarely) by expanding the scope of the skill so that it can do things it otherwise couldn't do. In GURPS terms, this customization trait would work best as a Perk.

One benefit of this approach is that you avoid skill bloat: as GURPS normally handles specializations, each specialization is effectively a separate skill: even the optional specializations can almost be thought of as “reduce the difficulty level by one (just like required specializations), and default to all other optional specializations at a -2 penalty.” With specializations replaced by customization perks, you never have new skills added to the list, and each skill only ever has one purchased rating tied to it.

Quote:
Originally Posted by vicky_molokh View Post
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.
True. However, the Challenges are still something that ought to be consulted to make sure you haven't forgotten anything. Give me some time, and I'll see about doing exactly that for your proposed skill list.
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