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Old 08-18-2015, 01:45 PM   #19
Bruno
 
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Join Date: Sep 2004
Location: Canada
Default Re: Alternate GURPS: Seeking a minimalistic (25-50) skill list . . .

Quote:
Originally Posted by vicky_molokh View Post
The skills currently don't look quite equal, which may be solved by giving them different Difficulty ratings. The raw number of RAW-skills covered by a Consolidated skill is not necessarily all it takes to estimate worth:
Stealth and Deceit seem like two very low-count C-skills, but IME they get used a lot in campaigns anyway.
Otherwise, a count of 15ish seems OK for an Average skill, 18+ for Hard (though more because some 18+ skills are just too useful, like Larceny and Crafts), 10- for Easy, and 25+ for Very Hard (hypothetically).
In general, good idea. But inclination here is to find a way to split up Melee first; of course I play a lot of action oriented games bat having that one in particular be a Very Hard skill, even for a perk for a +3 to one specialty, makes me cringe.
My first impulse is just a 1/H vs 2/H split, but I think there's a torches-and-pitchforks mob out there for making the current -4 default penalty between modes even worse.
My second impulse is balanced vs unbalanced, but where do you put stuff that was originally covered by wonky skills like Net, Whip, Garrote, and Shield? Never mind the Force <fnu> or Monowire <fnu> skills.
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