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Old 11-12-2024, 07:55 PM   #21
binn05
 
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Join Date: Apr 2014
Location: Bahia, Brazil
Default Re: GURPS Power-Ups 10: Skill Trees

I read half of the posts here (I will read the rest later), so forgive me if I repeat what others said.

I experimented with DFRPG skills using the Barbarian template, since one of my players is currently playing one.

Analyzes 1 (Basic Penalty -0).

Barbarians have:
  • 23 points spent in a maximum of 4 melee skills.
  • 4 points into 1 ranged weapon.
  • 14 points in 11 outdoor/exploration skills plus 20 from the Outdoorsman Talent.
  • 9 more points in Intimidation, Running, Stealth, and 4 skills to choose from a small list.
  • Total 50 + 20 from Talent.

We could do something like this:

Melee Combat 1 [7]
Weapon X 2 [6]
Shield 2 [6]
With DX 13, we get a skill level of 16 for Shield and Weapon of choice, and 14 for everything else.

Shield and weapon got the same skill levels, all other melee combat skills got DX+1, also our Barbarian now has access to a plethora of combat skills he hadn't before at 14.

Ranged Combat 1 [7]
His skill level is 14, the same as for the DFRPG template, but instead of knowing how to use 1 ranged weapon, he now knows all of them.

Outdoor/Exploration 2 [14]
Skills levels: 12 for IQ-based, 15 for HT-based, and 14 for Per-based.
The original template was 10/12 for IQ-based, 12/13 for HT-based, and 13/14 for Per-based.

Social 0 [0]
Intimidation 1 [3]
Now 11, before 10.

Athletics 0 [0]
Running 1 [3]
Now 14, before 12

Sneakiness 0 [0]
Stealth 1 [3]
Now 14, before 13.

The last 4 skills are from Animal, Athletics, Medical, Military/Reconnaissance, Social, Theft, and Seamanship I couldn't find in any trunk.
I don't think a Barbarian should be able to buy levels in Medical and Social trunk, at least not without a good justification, but we could create a list with branch skills.
Those 4 skills, as Branch 1 levels would cost [12]

Total points [61].
Total points are roughly the same if we don't penalize skill tests, and we still have 9 points on skills. Secondary and background skills are 1 level higher and this character has a broader range of abilities inside his protected niche.


Analyzes 2 (Basic Penalty -5).

But if we use the default -5 skill test penalty, the cost will skyrocket to stay at the same skill level. Not that points matter if everybody starts at the same level, but make conversions and adaptations much harder.

Conclusion
I would use the system without penalties to keep point costs in the same bracket as the modified source material.
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