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Old 09-03-2021, 10:24 AM   #29
Not another shrubbery
 
Join Date: Aug 2004
Default <slightly OT> Skill costs

Quote:
Originally Posted by Keampe View Post
Point of note: The standard system is 1, 1, 2, 4, 4, 4, 4. This makes the totals 1, 2, 4, 8, 12, 16, 20, 24, etc.

If you go 1, 1, 2, 3, 4, 5, 6, 7 you wind up with 1, 2, 4, 7, 11, 16, 22, 29, etc. This means the cost starts out the same (1, 2, 4) then gets a little cheaper (7, 11) then even's out (16) before finally getting more expensive.

I find players like to get more of a broad range of skills and more techniques for the ones they have with this system - and that's fine with me. I like characters with more depth and specialists really shine because only they make the point commitment for their particular skill. You do have to cap or increase the attribute costs, though, or it rapidly makes far more sense to increase those.

Just my experience.
- Shane
Getting some major flashbacks here 😳 Did we ever talk about a Fibonacci progression for skills? Maybe back in the old GURPSnet days? Maybe it's just my fevered imagination.

Hah! And it's very close to thirty-three years since the original broadcasting of "The Case of the Willing Parrot"😂 "One - one - two - three - Five! Eureka!"

Funny how that's stuck in my head for all that time.
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