06-02-2021, 04:21 AM | #21 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Skill Advancement
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More over since D&D uses a d20 for hinting and many other dice for damage while GURPS uses a d6 a +1 in D&D does not equate to a +1 in GURPS The D&D to GURPS sheet (which in print form goes a back to late 1980s). Because of the many variations it glosses over the differences and "cuts to the chase" and even then it is long.
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06-02-2021, 04:33 AM | #22 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Skill Advancement
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Even the Large talents (13 or more related skills) at 15 points/level are far cheaper than what the same amount of points would do (as long as the skill somehow reflate to each other)
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06-02-2021, 06:57 AM | #23 |
Join Date: May 2021
Location: Eastern Kentucky
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Re: Skill Advancement
Thanks for the comments. I am not defending 3e as if it were perfect. I very much agree with the 4e concept that all templates including racial templates should be cost out exactly the same as if they were not templates. This was a good move. There are all kinds of good moves all over 4e so it's definitely not an edition attack.
Some other thoughts. I'm suspicious of being able to improve stats after character creation on everything but ST and maybe to a lesser degree HT. I don't think people's IQ changes nor does their dexterity unless it goes down due to injury. Other than from natural aging. So I could definitely see houseruling that way. I also agree that in many cases getting a skill beyond 20 is pretty worthless but it's not always the cast. Combat skills generally are useful at scale. You can reduce your opponents defense by 1 for every 2 you give up on the attack. Well if you are at 26 and your opponent is at 16, you can reduce him to 11 and you to 16. You've lost nothing and he has lost a lot. So for me the primary way to improve after character creation is by skills though in some "magical/psionic/supers" situations maybe you could add an advantage. But it also seems to me that there has to be diminishing returns and an opportunity cost to pushing a skill to ever high numbers. It seems going from skill 24 to 25 would be like going from GM to world champion in chess. It's a monumental amount of training and dedication at those skill levels. Because I need more experience with the game, I'm not changing anything the first few go arounds. This is more just indulging my desire to talk about game design and decisions made as an abstract exercise. Once I've played some I will revisit real house rules. What about this as a house rule idea. For every level over 20 the cost rises by one more. So at 21 the cost is 5 and at 22 it is 6. At 30 it would be 10. At those levels of ability probably the only people pushing that far and that hard might be some wizards trying to make a spell do even more and those swordsman questing to be the best of all. |
06-02-2021, 07:01 AM | #24 | |||
Join Date: Jun 2013
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Re: Skill Advancement
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GURPS Overhaul Last edited by Varyon; 06-02-2021 at 07:04 AM. |
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06-02-2021, 07:07 AM | #25 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Skill Advancement
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There were three different skill progressions: Physical (½, 1, 2, 4, 8. 16, 24, 32 ...), Mental (½, 1, 2, 4. 6. 8. 10, 12 ...) and Mental/Very Hard (½, 1, 2, 4, 8, 12, 16, ...). Having just one makes things simpler. Most Mental skills seemed too cheap to buy up to high levels. Buying Physical skills up to high levels was expensive, and buying up attributes in play was double the price you paid at character generation. Talents hadn't been invented, as such. The combination of these things created strong incentives to create characters with most of their points in attributes and advantages, and few points in skills. That's a perfectly valid character concept, but other concepts were disadvantaged. The new pricing made a wider variety of concepts cost-effective.
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06-02-2021, 07:13 AM | #26 |
Join Date: Mar 2006
Location: Iceland*
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Re: Skill Advancement
Also, just because something is harder to learn in real life doesn't mean it needs to cost more as a fictional trait.
In a realistic campaign, GMs should absolutely require progressively longer periods of time between increases of skills, especially skills where the PC is at the forefront of world-class in his field and rarely finds anything a challenge any more. In a campaign where realism is not a concern, Broadsword DX+11 provides no more than 4 points of benefit over Broadsword DX+10, at most.
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06-02-2021, 07:25 AM | #27 | |
Join Date: Sep 2007
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Re: Skill Advancement
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Any system with a small number of attributes means those stats each cover a lot of ground. DX is certainly improvable in the real world. There are exercises to improve hand-eye coordination (one of the reasons you play catch with kids, but there are also exercises for adults. I'm studying guitar, and despite having had a profession that exercised my manual dexterity, I've still made a lot of improvements over that starting ability in controlling my fingers (especially with the left hand). That's certainly gotten noticeably better in less than a year. Stretching exercises improve range of motion and flexibility, both in exercise (yoga), PT, or athletic training. Stats aren't divine gifts fixed at birth. They change throughout life. And when it comes to game stats -- even if you believe there's an inherent natural limit, why assume that the numbers that a character happens to start with are actually at that limit? That hero might have an impressive ST or DX already, but their full potential has yet to be realized or revealed. The main reason I can picture for prohibiting stat increases is a purely gamist one. It will always cost more to raise a bunch of skills than it will to raise the base stat. Therefore, the minmax thing to do once you have five skills at the 4 CP level (or ten with just 1 CP, so the next level would cost 2) is to just keep bumping the stat. In practice, it's not quite that bad, because players also think some skills are more important than others, and will run them up a little higher. But there's a point that's not hard to reach where a reasonably experienced character is mathematically better off just by raising their stats. In some genres and stories, even the omnicompetent hero isn't a problem -- even a trope -- but at lot of people tend not to like their games to get that extreme. |
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06-02-2021, 08:03 AM | #28 | |||||
Join Date: May 2021
Location: Eastern Kentucky
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Re: Skill Advancement
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Let's use my playing pickleball as an example. I can make shots and react to shots far better now after a year than I could when I started. I attribute this to my pickleball skill rising and not me becoming more dextrous. When a really good player, begins to age and lose some of his edge in pickleball, I attribute that to declining DX and not declining pickleball skill. When someone shows up and takes to the game almost instantly that is their innate DX but from there as they improve I see it as their pickleball skill. Quote:
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I wouldn't have a problem saying that whatever you spend on your stat initially cannot be more than doubled. So if you go with a 12 IQ then you can never get above a 14 IQ. If you spend nothing on a stat then maybe you can only add +2. That would encourage higher stats initially which if you like the zero to hero concept for play would work out. Again I am just theorizing and discussing at this time. I will not do anything until I have a few games under my belt and I see what my PCs actually do. I think having 20 be the human max is reasonable in a non-wuxia game |
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06-02-2021, 08:07 AM | #29 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Skill Advancement
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Declaring that a character has great natural gifts, but has squandered them, or that someone has gotten to where they are through hard work rather than natural ability, is a special effect, background, a roleplaying note. It has no game-mechanical effect, but it may affect how points are spent for a given character.
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06-02-2021, 08:12 AM | #30 |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Skill Advancement
I recently ran a campaign in which I decided to apply the 3e advancement rules for Physical skills to combat skills and spells only. These are the skills that seem most abusable at insanely high levels, and they're the skills that if you raise just one of them sky-high you can be extremely effective even without a whole lot of supporting traits.
And it worked great! The PCs had plenty of flexibility, could still focus on important skills, but it encouraged more variety in skills which makes for more interesting gameplay. I've never had a problem with high attributes (they're expensive, so it's a big investment!), but I've often struggled with the cheap combat dominance of characters that just put every available point into a single melee weapon skill, because that one skill gives you attacks (Rapid Strike for multiples if needed), defenses (Parry), and damage (targeting locations, using Deceptive Attack to bypass defenses, etc.). If I'm making a 250-pt hero, even with DX 10 it "only" costs 80 points to buy Broadsword-30, which will make me an absolute terror, and that leaves plenty of CP left over for essentials like ST, HT, Combat Reflexes, High Pain Threshold and Weapon Master. And if I would prefer Broadsword-40 so that I can do even more Rapid Strikes, etc., it only costs me another 40 points! Comparing that with the 3e progression, it would essentially cost twice as many points to become god of the sword, making it a dicier proposition, which in turn encourages PCs to take additional weapon skills, invest in techniques, buy better attributes, and in general I think you get a broader variety of fighter archetypes. I plan to use these rules in future campaigns! |
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