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 06-27-2023, 12:51 AM   #1
Nedorus
 
Nedorus's Avatar
 
Join Date: May 2021
Default Optional Specialties other than IQ-based

I have a question about Optional Specialties.

The Basic Set rules explicitly restrict optional specialties to IQ-based skills.
Quote:
Originally Posted by Characters B169
You may only do this with an Average or harder IQ-based skill
I was wondering whether as a GM I should "handwave" this in my campaign and what impact it would / could have.

The particular case where this came up is the Per-based Urban Survival skill.

The character in question ‘grew up’ as a transient hitching rides (often as a blind passenger) between space stations and space ports. She has panhandling and related skills to ‘get by’ in such places, often having run-ins with "the law" etc.
For me a specialty of Urban Survival (Starport) would make perfect sense.

I'd like to ask the question a bit broader though. In which cases would you allow / house-rule the skill specialties rule? Where would you allow / disallow Optional Specialties and why?

Any thoughts?
Nedorus is offline   Reply With Quote
 

Tags
house rules, optional specialties


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 10:36 AM.


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