|
|
|
#21 |
|
Join Date: Jan 2008
|
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 |
|
|
|
|
|
#23 | |
|
Join Date: Aug 2005
Location: Denmark
|
Quote:
My point was that in combat you are more often running into opposed rolls, and so high high a skill is "enough" depends on how high a skill your opponent has. |
|
|
|
|
|
|
#24 | |
|
Join Date: Feb 2008
Location: Wales
|
Quote:
For every insane quantity of negative modifiers you pile onto a problem, it's likely there's just as many positive modifiers you can add if you approach it right. And if a situation is reasonable common, then many people will buy it as a technique - even if the technique only halves penalties, that goes a long way to making even an 'impossible' task doable. Of course, if they're practicing 'impossible' tasks to the point where they become routine, then it's not impossible anymore, is it? |
|
|
|
|
|
|
#25 | |
|
Join Date: Aug 2005
Location: Denmark
|
Quote:
|
|
|
|
|
|
|
#26 |
|
Join Date: Feb 2008
Location: Wales
|
Actually I mentioned the precision aiming rules in High-Tech - that's the effective 'taking extra time' bonus. Though, I was unaware it was limited to your scope or rifle Acc bonus... Thanks for pointing that out.
|
|
|
|
|
|
#27 | |
|
Join Date: Oct 2004
Location: Daytona Beach area
|
These higher-leveled skills couldn't POSSIBLY be useless or absurd, or they wouldn't be priced so exceptionally high at 4 CPs per skill point. That skill-100 costs around 350 CPs, which as we all know, represents 350 points' worth of unfairness vs someone who doesn't have it. Isn't YOUR first action when building a 500 point character to figure out which skill you want at 100? Well why not?
Quote:
__________________
What do you use to wash an OGRE? Katrina. Visit (and LIKE) the new More in Sanity page at: www.facebook.com/moreinsanity |
|
|
|
|
|
|
#28 |
|
Join Date: Apr 2007
Location: Olympia, WA
|
I played a character in a highly cinematic game that was heavily cribbed from the Miyamato Musashi character in GURPS Japan. Based on that experience, I can say for certain that a melee combat skill of 30 was not an useless waste of points. It allowed me to do things like combining a martial arts technique and a high negative modifier aimed attack while dealing with bad conditions and still keep the maximum chance for a critical. That said I wouldn't personally go much higher than that even in the most cinematic games. There are better places to spend those points.
__________________
During times of universal deceit, telling the truth becomes a revolutionary act. - George Orwell |
|
|
|
|
|
#29 | |
|
Join Date: Jan 2008
|
Quote:
If you really wanted to simulate this correctly, you'd probably have Accuracy vary as a complex formula depending on bullet weight, distance to target, and environment. Failing that, set the "max" range for a rifle lower than its "real" max range and just say that it maxes out at 1000 yards for man-sized targets, and exceeding that requires special rules and circumstances. -Max Last edited by sjmdw45; 02-29-2008 at 04:00 PM. |
|
|
|
|
|
|
#30 | |
|
Join Date: Sep 2007
|
Quote:
|
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|