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#1 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#2 |
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MIB
Join Date: Sep 2004
Location: Melbourne, Australia
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This is one of the rare cases where I agree with Kromm's approach to things, more or less. If you want to be the all-round hero - spend the points on it! And the GM, for their part, should cut some slack. "But I would have -" "Would you? Okay, make an IQ roll."
There's also a degree of trust involved. I've sometimes found that players new to my GMing take a while to settle in, and realise that I'm there to present an interesting game world - I'm not there to screw them up for giggles. I'm not an adversary, I'm just a guy who has a whole heap of NPCs to play. That's a GM - a player who has many characters instead of one, and who makes judgments about rules. There is no malice at my game table. Once they realise that, most settle down and relax. But it's true there are different player responses to character failure, loss, imprisonment, maiming and so on. Just the other day I was saying to a gamer buddy, "I have these two players... for one, a failed dice roll is just a failure, and something to swear at. For the other, a failure is something to laugh at, or something which is going to make the game more interesting." And then last night at the first session of a new campaign, they confirmed this view for me. One was creating a character, and gave him "bad knee" and "law-abiding" as traits. The other player said, "why do always create flawed characters?" The player looked puzzled and surprised, and said, "Because they're fun, of course. Being flawless is boring!" Guess which of the two players consistently has more fun... ;)
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* husband * father * personal trainer * gamer * ... in that order |
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#3 | ||
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Join Date: Feb 2007
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This is one of the places I miss half point skills. There are lots of places where IQ-1 or -2 is enough. |
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#4 | |||
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#5 | |
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Join Date: Jun 2005
Location: Here on the perimeter, there are no stars
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#6 | |
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Join Date: Oct 2005
Location: The Fine Line Between Black and White
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Do you have recommendations for a good old fantasy game or Space opera?
__________________
. ( )( ) -This is The Overlord Bunny o(O.o)o -Master of Bunnies O('')('') -And Destroyer of the Hasenpfeffer "This is the sort of relatively small error that destroys planetary probes." ~Bruno |
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#7 |
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Join Date: Aug 2004
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It's a cool list, but I disagree about the unarmed combat skills. With most skills, 1 point buys you +4 to your skill. With action hero PCs, that' usually a jump from a default 6-8 to a semi-respectable 10-12. That's a good investment; you'll certainly do better if you spend one point each on Diplomacy, First Aid, Stealth, and Streetwise, than if you just increase your main skill by one level.
But with hitting and grabbing, you get that 1-point level for free, since you can use DX at no penalty. And I'm not convinced it's a better idea to spend 4 points on Wrestling to get that +1 than to spend the points on whatever skill you're focusing on and get an equal +1. |
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#8 |
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MIB
Join Date: Sep 2004
Location: Melbourne, Australia
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I think perhaps Kromm's assuming 200+CP characters, which he's previously stated is about minimum to be "action heroes". With 200 CP to spend, you're not going to be needing to save 1 or 2 here or there. There are 16 skills as a minimum in Kromm's list. 4CP in each would be 64CP in all, giving an average of Attribute+1, or a "professional minimum" level of 11 in each, even with entirely average attributes - and I'm sure Kromm would argue that "action heroes" should not have average attributes ;)
I go for lower-powered campaigns, myself... 30-75CP.
__________________
* husband * father * personal trainer * gamer * ... in that order |
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#9 | |
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Join Date: Aug 2004
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For 16 points, you get all those skills at the 1-point level. Compared to your suggestion, that saves you 48 points. Assuming you have two primary skills* from outside the list, each at 12+ points, you can drop those down two levels as well. That saves you another 16 points, for 64 points total. Now, for 60 points, you could get +2 to DX, IQ, and HT, buying down Will, Per, and Basic Speed. All the skills you bought stay at the same level** and almost all of your defaults go up by two. Plus you just saved 4 points. A better deal, yes? In GURPS, it's simply not reasonable to spend more than one point on nonessential skills. You should put the minimum investment in each of your backup and emergency skills, and spend the savings on attributes. This has been the case for twenty years, though the exact numbers have changed. check it out *Obviously, most characters have 3+ primary skills, which makes it even more profitable to redirect points from backup skills to attributes. **Unless you took Observation or Scrounging - but remember those 4 points you saved? |
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#10 |
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Join Date: Jul 2006
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How about if the 'you're at the corner shop hung over' is an excuse for some red herring or positive outcome RP based stuff - say helping an NPC who's locked herself out of her car.
She may be a one episode extra, or she may be the spouse, girlfriend, daughter or indeed the persona of a significant NPC... If every 'interrupt time' encounter features the Glasgow Triads leaping out from behind a post box your players are probably right to be paranoid. |
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| Tags |
| essential skill, skills |
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