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#1 | |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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#2 |
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Join Date: Jul 2009
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#3 |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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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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#4 | |||
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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#6 |
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Join Date: Jul 2009
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#7 |
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Join Date: Nov 2006
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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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#8 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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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."
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#9 |
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Join Date: Nov 2006
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#10 | |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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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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| Tags |
| kromm explanation, skills |
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