Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 10-16-2015, 03:38 PM   #12
Desthro
 
Join Date: Nov 2009
Location: Albuquerque
Default Re: Increasing Skill Levels From default

From what I understand, you can't double default with chains anyway. So you can't have skills A, B, C, with A being the main skill, and then default B from A, and then default C from B. C would ALSO have to default from A. This is true for any given set of defaults.

This prevents default "trees" since one skill bought up from default cannot be used to buy another skill up from default. Programming it is fairly simple IMHO, since you systematically have to test each skill in the set as the primary skill. (You might even test having multiple primaries, but since the default groupings are fairly limited this might be harder than necessary.)

It vastly simplifies the problem- (Capital denotes primary, lowercase denotes defaulting)

Given:
1) All skills are Average

2)
a defaults to B-1 or C-2
b defaults to C-1, D-2, or A-3
c defaults to D-1 or A-2
d defaults to A-4 or B-2

For the given set, the following are possible with one primary:
A, b:A-3, c:A-2, d:A-4
B, a:B-1, c:N/A, d:B-2
C, a:C-2, b:C-1, d:N/A
D, a:N/A, b:D-2, c:D-1

In terms of efficiency, ANY skill that can have ALL other skills default to it, is going to be the most efficient with an arbitrarily large number of points. Total Skills = 4, so any primary skill that has 3 skills defaulting to it, is likely to be the most efficient. In this case, only A has 3 defaulting skills (b,c,d) so it is going to be the optimal skill for total bonuses for an arbitrarily high number of points. B, C and D only have two defaulting skills so they tie. In this case, the total number of penalties is probably going to be a strong indicator of efficiency. B has total penalties of -3, C has total penalties of -3, and D has total penalties of -3. In this instance, for this particular set of skills, A is the most point efficient, with B, C and D tying. A tie-breaker would likely be based on which skill is the LEAST important, so if skill C is the least important, skill B would be second most efficient.

This is true for any set of skills with a single primary skill. If you add multiple primary skills for any given skill set, it changes a little bit, but is still largely the same.

Last edited by Desthro; 10-16-2015 at 03:53 PM. Reason: clarification
Desthro is offline   Reply With Quote
 

Tags
defaults, skill levels, skills


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:21 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.