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Old 10-16-2009, 06:01 AM   #1
The Benj
 
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Default Re: [RULES] Affliction / Innate Attack skills

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Originally Posted by nick012000 View Post
Depending on how the attack is fluffed, you might use different skills. The exact skill used is basically a 0-point feature. A psychic power might use Autohypnosis, or a blast of sex pheremones might use Sex Appeal. Ki powers in particular tend to use different skills.
I call shenanigans, but you're welcome to do that in your games.
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Old 10-16-2009, 06:13 AM   #2
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Default Re: [RULES] Affliction / Innate Attack skills

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Originally Posted by The Benj View Post
I call shenanigans, but you're welcome to do that in your games.
I believe that it's stated in Powers, though the descriptions for the use of skills for Ki powers might be in Martial Arts.
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Old 10-16-2009, 06:26 AM   #3
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Default Re: [RULES] Affliction / Innate Attack skills

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Originally Posted by nick012000 View Post
I believe that it's stated in Powers, though the descriptions for the use of skills for Ki powers might be in Martial Arts.
I remember it talking about using Skills as replacements for attribute rolls, but I don't remember it saying to just use whatever you felt like using as a replacement for things that already have appropriate Skills. Page reference?
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Old 10-16-2009, 06:37 AM   #4
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Default Re: [RULES] Affliction / Innate Attack skills

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Originally Posted by The Benj View Post
I call shenanigans, but you're welcome to do that in your games.
Why are you calling shenanigans?

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Originally Posted by kromm
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Originally Posted by roguebfl
... to give some clarification on if/when it's appropriate to use Skills such as Karate (for an IA with Melee C) or the Guns Skill with gadgets ? (instead of Brawl/Innate Attack)
"Any old time you want." Brawling and Innate Attack are Easy; replacing them with another Easy skill is ***-for-tat, while replacing them with a harder skill isn't giving anyone a free lunch.
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Old 10-16-2009, 06:47 AM   #5
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Default Re: [RULES] Affliction / Innate Attack skills

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Why are you calling shenanigans?
Because that quote specifically concerns using other combat skills?
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Old 10-16-2009, 06:54 AM   #6
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Default Re: [RULES] Affliction / Innate Attack skills

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Because that quote specifically concerns using other combat skills?
Well, it's not like your other skills are going to be any easier to learn than Easy skills, now are they? ;)
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Old 10-16-2009, 07:00 AM   #7
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Default Re: [RULES] Affliction / Innate Attack skills

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Well, it's not like your other skills are going to be any easier to learn than Easy skills, now are they? ;)
His concern may be due to the fact that you are allowing a player to increase the utility of a skill at no cost. I'm not sure I agree (or disagree) with this concern personally, but I can see that as a possible concern.
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Old 10-16-2009, 11:26 AM   #8
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Default Re: [RULES] Affliction / Innate Attack skills

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Originally Posted by nerdvana View Post

His concern may be due to the fact that you are allowing a player to increase the utility of a skill at no cost.
The key realization, though, is that the utility of nearly all skills is open-ended, so adding one to "undefined" still leaves you at "undefined." The limit of (n+x)/x as x tends to infinity is 1 for any finite n. Generally, GURPS finds itself starting at some small n and quickly adding x >> n in a few short years.

This is by design. We encourage writers to use existing skills for new tasks that seem to fit, because that's easier and less cluttery than inventing a new skill. For combat skills in particular, we endorse new weapons, combat options, techniques, etc. all the time.

For instance, prior to Martial Arts, you couldn't use Knife skill with short batons, deer antlers, or straight razors – or broken bottles, credit cards, nail clippers, or scissors – because there were no rules for those weapons. You couldn't use Knife skill for a Tip Slash to give an impaling-only weapon a cutting attack, either. And you couldn't grapple using a knife via your Armed Grapple (Knife) default. With the introduction of those rules, you could suddenly use Knife for entirely new attacks with things that look little like knives.

And noncombat skills for powers aren't especially different in this regard. Skills Enhancing Abilities (Powers, p. 161) is all about encouraging players to come up with new skills that could be used to wield their abilities. The only criterion is that the skill would provide knowledge that could believably be used to wield the ability to better effect. Influence skills pretty obviously fit Mind Control, while Mind Probe actually suggests using Interrogation. Importantly, no combat vs. noncombat distinction is made.

Generally, GURPS doesn't give rules in a prescriptive, closed form. It gives suggestions with lots of "such as," "for example," and "etc." The idea is that gamers are smart enough to dream up their own additions. What additions pass in a given gaming group is a matter of negotiation for that group. GURPS doesn't attempt to take that control out of their hands and make everything canonical and graven in stone. It isn't as if there are official GURPS tournaments somewhere that require everybody to play the same way "or else."
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Old 10-16-2009, 01:44 PM   #9
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Default Re: [RULES] Affliction / Innate Attack skills

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The key realization, though, is that the utility of nearly all skills is open-ended
That matches the thoughts I had, just wasn't sure I was thinking on it correctly, thanks for the clarification. :)
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Old 10-16-2009, 07:24 AM   #10
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Default Re: [RULES] Affliction / Innate Attack skills

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Originally Posted by The Benj View Post
Because that quote specifically concerns using other combat skills?
Well that's because the quote comes comes for a discussion that was focused on building attacks and how power talents effect them. Combat skills were the only one relvent to the question.

But this case seem to be talking about some who has Regeneration (Requires Concentrate, Requires (Attribute) Roll, Chi), then Use Skills for everyone (GURPS Powers) to Change it Requires (Skill) Roll. the Define the Skill they have roll ages as Meditation.

Then at Character creation the GM has to approve the build. after that the cant chose any other skill but meditation for there roll.
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