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Old 07-21-2021, 05:24 PM   #12
maximara
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Join Date: Aug 2004
Location: Sumter, SC
Default Re: Bang Skills

Quote:
Originally Posted by Phil Masters View Post
(Actually, I rather feel that Science! is defined a bit too widely compared to other bang skills. It’s described as covering a lot. But maybe that’s just me.)
I agree about Science! though Martial Artist! is about as insane. Bang! skills can be too broad for some games.

A key component with GURPS to remember is that many skills default to other skills. So if you know Disguise – 14 then you have Make-Up – 12 as a default.

The conversion of 1e Sherlock Holmes has Criminology — 18 which gives him Forensics — 14

Physician gives one of the largest set of official defaults outside of the melee skills: First-Aid (-4), Diagnosis (-4), Poisons (-3), Surgery (-5), Veterinary (-5) and shows that that having one skill at a modestly high level (14 to 15) give access to several other skills at a modest

I should mention that Task Difficulty Modifiers can provide bonuses as well as penalties. High quality equipment also provides bonuses (+1 for 5x normal cost, +2 for 20x normal cost, +(TL/2) for best there is.)
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