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#16 |
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Join Date: Jan 2008
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Thanks for all the feedback. :D
Comments: At some point you do throw realism out the window. That's ok to do in some game styles (with or without using GURPS). Seems like 2 issues: Mechanically, in many skill areas, its pointless to be above a certain skill level as the possibilty of encountering a situation that would give you anything short of maximum possibility of success is nil. Conceptually, I still wonder what would an absurd skill score represent? Silly example: A super awesome sniper should be around skill 35 but a super awesome surfer should be around skill 25. What if I want to play the best surfer in the world who happens to be a his city's best police sniper? The skill levels would not describe his abilities very well relative to each other (and I like stats to decribe as well as rate abilities). Take it one step further in cinematics: what if said dude is the a demi-god (ala Hercules) of combat surfing? How do you make the character sheet paint a picture that this guy is a god-like surfer with god-like sniper as a second best ability? From the responses it seems to me that skills in GURPS have to be kept in a certain range. Access effects desired should be gotten through advantages instead? ~Z |
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