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#41 | |
Join Date: Oct 2007
Location: Kentucky, USA
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Imagine if GURPS combat consisted of a single roll against your Combat (specialization) skill, crit fail and you die. I occasionally tinker with different ways of changing this, but I've yet to make anything that really feels right.
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GURPS Fanzine The Path of Cunning is worth a read. |
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#42 | |||
Join Date: Mar 2006
Location: Iceland*
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I don't mind the master who oversees the work having to make a final skill check with modifiers in the end, to ensure that the end product turns out as he planned, but I find it extremely odd that the crafting rules did not build on the rules GURPS has in place for extended processes where more than one person can contribute man-hours to the completion of the task at hand. And I find it outrageous that skill levels and margins of success are essentially irrelevant at the skill levels that realistic humans are likely to have. It's fairly reasonable that it should take a lot of training and talent to be able to make legendary swords, especially if you are trying to make them from inferior materials. What bothers me is that Fine (Balanced and Materials) weapons that GURPS prices at less than Good-quality swords also require skill levels somewhere between legendary and mythic.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#43 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Lockpickng.
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#44 | |
Join Date: Oct 2007
Location: Kentucky, USA
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Like you, I'm often annoyed that the skill level of 12-13 for primary job skills (from How To Be A GURPS GM)is insufficient for what people can and do actually accomplish. As you point out, smithing a good blade seems to be an area where, for some reason, "best of a generation" (skill 18-19) seems to be the norm. This leads me down the path of tinkering and/or discarding the current RAW rules on the matter.
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GURPS Fanzine The Path of Cunning is worth a read. |
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#45 | |
Join Date: Dec 2012
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If I wanted a solid silver staff, again, I'd go for a silversmith - if I even had the money for that. Re: the website, is there a thread for Horror/Monster Hunter online resources like that? Not just programs, but online articles? Good place to post it, if there is.
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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#46 |
Banned
Join Date: Oct 2007
Location: Europe
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Well, I certainly handle lockpicking as a multi-roll "Task" in Sagatafl. That way, a more skilled locksmith can pick the same lock faster than a less skilled one.
The thought, behind my choice of inventing and using the Task mechanic, was that som activities take a variable amount of time, tending to be done more quickly by those with higher skill or better equipment (imagine trying to pick a lock with improvised equipment). Spellcasting is another example (note the similarity to GURPS' "Ritual Path Magic" system). Or repair jobs. "How long will it take you to fix the broken carburator in my car?" "Four hours. Probably." Some other activities shouldn't be variable duration. Cooking is one such example, a very clear one. Likewise, I don't think that crafting, in general (making something, as opposed to repairing something), should be activities lacking a pre-knowable time frame. I do think it should be variable time, but not in a random sense. Rather in a determined-by-the-craftsman -sense, where the smith decides in advance how thorough a job he'll do, depending on whether he's making a sword for a random mercenary that he'll never see again, or making a sword for a King. One could, if desired, put a chance for minor time variation, on top of that. So that, e.g., there's a 10% chance it'll take 10% longer and a 10% chance it'll take 10% less time. But I don't actually think that's going to come out victorious, in any cost-benefit analysis. Lots of trouble for no actual gain. I mean, with lockpicking you often do it under time-critical adventuring circumstances. Or casting a spell (RPM or Sagatafl). But situations in which it matters exactly how long it takes you to cook a meal... Those are rare. And existing Fumble mechanics already attempt to simulate the possibility of a total screw-up that means you'll have to start over so that you effectively need twice as long (and twice the raw materials) to cook the meal you want to cook, in that you're forced to start over. Diagnostic activities, whether pertaining to medicine, or to figuring out what's wrong with a complex device in order to become able to repair it, might be variable unkwown duration (with the post-diagnostic repair process itself then not being variable duration). |
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#47 | |
Join Date: Sep 2004
Location: Canada
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#48 | |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Compact Castles gives the gamer an instant portfolio of genuine, real-world castle floorplans to use in any historical, low-tech, or fantasy game setting. Last edited by DanHoward; 08-16-2015 at 01:40 AM. |
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#49 | |
Join Date: Sep 2006
Location: Luxembourg
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Celjabba |
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#50 | |
Join Date: May 2008
Location: CA
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Tags |
craft secret, crafting, smith |
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