|
|
|
#12 | ||
|
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
In terms of what they give for the points, they need a little extra to balance them against not just standard skills, but also attributes and advantages. I disliking shilling my own stuff, but as others have said, "a little extra" is what GURPS Power-Ups 7: Wildcard Skills provides. Wildcards that encompass many techniques at full skill, waive familiarity and TL effects, bestow plot-changing Wildcard Points, and grant many bonuses for high skill – and that perhaps even get an enhanced critical-success range, and work at a higher level when standing in for less-than-Average, -Hard, or even -Very Hard skills – are very much worth the points. The important thing here is not to replace the complexity of excessively long skill lists with the complexity of excessively numerous optional rules!
Quote:
There's also an optional rule (Law of the Instrument, a.k.a. "If all you have is a hammer, everything looks like a nail.") that lets Wildcard Points from any wildcard convert any situation into one where that wildcard applies. That can help a lot. The A Matter of Degree and Not Quite What You Wanted rules also let any wildcard step up in any situation. The recurring theme is that there's a penalty or cost to operate far from home base, but the answer is never a firm "No." Quote:
There are also hybrid solutions like having a small list of standard wildcards plus asking everybody to take their personal one (e.g., Jane!) as well, and then invoking suitable GURPS Power-Ups 7 options. For one thing, the personal wildcard will generate Wildcard Points and bonuses applicable to anything that fits the character concept, irrespective of other specifics. For another, there are rules there that let two wildcards work together, which means the personal wildcard could enhance a situation-specific one. The extreme case is the Ultimate Template Wildcards rule, which replaces specific skills with role-suitable tasks: "When a character is playing their part in the campaign, every skilled activity involves a roll against the most suitable attribute modified by their relative skill level with their template wildcard." There's that. There's letting people include a few hobbies in their version of the wildcard or their personal wildcard, as mentioned above. In between is allowing skills to default to wildcards as in GURPS Power-Ups 7, but declaring that any innocuous hobby or interest always defaults to any wildcard, the logic being that in the course of becoming broadly competent, you of course had downtime in which to pursue personal pastimes.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
||
|
|
|
| Tags |
| bang skills, kromm explanation, power-ups 7, wildcard skills |
|
|