Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 05-31-2018, 02:48 PM   #20
ericbsmith's Avatar
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
Default Re: Clarification: Talent Skill Choice

Originally Posted by malloyd View Post
I think the actual unbalanced case is the 5 point talent in two or more weapons in *functionally different* categories.
Broadly speaking there are five functionally different types of combat/weapon skills: Unarmed Striking, Unarmed Grappling, Primary Melee Weapon, Off-Hand Weapon/Shield, and Ranged. And you're right, things get particularly broken when you have skills from two or three of those categories covered under the same talent.

In fact, many of the skills from each category have generous defaults to one another, making taking one skill from the heart of a cluster of skills effectively a "talent" for all the skills that default from it. The most obvious of these is Guns skill specialties, which almost all default to one-another at -2 to -4, meaning that taking one Guns skill at an extremely high skill level is enough to bump up all of the other Guns skills.
Eric B. Smith GURPS Data File Coordinator
The future keeps telling us what the past was about. You make the past mean different things by what you do with the time that comes after.

Last edited by ericbsmith; 05-31-2018 at 04:07 PM.
ericbsmith is online now   Reply With Quote


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump

All times are GMT -6. The time now is 03:09 AM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2021, vBulletin Solutions, Inc.