03-30-2022, 12:58 PM | #21 |
Join Date: Oct 2005
Location: Earth
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Re: Which skills are worh raising really high?
Also most Regular and Area spells are at -1 to skill per yard distance from the caster. (-5 if not visible)... (p.M11) Re-reading the fine print I was reminded a caster can also name a target or declare a semi-random target and then have to accept the distance penalty not knowing the actual number until the DM sees the die roll... so having Regular spells 20+ can really help!
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03-30-2022, 01:28 PM | #22 |
Join Date: Aug 2007
Location: Denver, CO
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Re: Which skills are worh raising really high?
I wouldn't count the bonuses from aim or evaluate as skill. Those are situational bonuses much like elevation or deceptive attack. That's really just a quibble, though.
I can't help but notice that you're assuming DX20. That's another 200ish points. When I was making genetically engineered super soldiers, ONE of them had DX18. Outside of that, I can't think of a character with DX above 14. That's where I land for the extremely dexterous DF thieves or DX-high warriors. You're not the only one to play with many stats and skills in the stratosphere, though. I hope you enjoy. |
03-30-2022, 03:16 PM | #23 | ||
Join Date: Jun 2013
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Re: Which skills are worh raising really high?
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For my own $0.02, I'd echo others that have said combat skill. However, I personally feel ridiculous skill would be kind of boring. For melee, I'd be inclined to cap skill somewhere in the low 20's, or perhaps just something like DX+10 (but allow purchase of Tech! if you need to go higher). For ranged, I'm rather inclined to make use of (at least some variation of) Tactical Shooting's "Minute of Arc" rules, which cap what one's effective skill can be anyway, depending on your weapon.
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03-30-2022, 03:23 PM | #24 | |
Join Date: Oct 2005
Location: Earth
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Re: Which skills are worh raising really high?
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Perhaps you are right regarding Aim/Evaluate but I feel higher effective skill rolls are not completely cinematic. Ah, the [] were the number of character points to achieve the boost on that line, so the examples I provided were on DX10 to show that rolls around 30 were achievable with very few cp invested.. As an aside my party is currently around the GURPS Dungeon Fantasy starting which is ~250cp and the Swashbuckler template has only DX15... the standard recommended maximum attribute level for Humans is all 20s (GDF11 Powerups p.5).
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03-30-2022, 03:33 PM | #25 | |
Join Date: Aug 2007
Location: Denver, CO
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Re: Which skills are worh raising really high?
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You are clearly correct about DX10. |
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03-30-2022, 04:29 PM | #26 | |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: Which skills are worh raising really high?
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I currently have an 1,100(ish) pt character who has a highest skill of 23 (including benefits of the very fine, balanced and weapon bonded blade). 3 others at 20. And many in the more "normal" range. He has a lot of advantages but stats are also within a reasonable range (highest is 14 (they're 13, 14, 12, 12), although things like striking ST and Perception and Very Fit etc. all add to that). There's no "wrong" answer, people should play the way that works for them and is fun (like this behemoth 1,100 pt character - it's so far outside of what we normally play but it works and is fun but I wouldn't want to do this in other games as a personal preference). But I think there are "general" answers that show the "normal" or "average" ranges and levels.
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03-30-2022, 05:25 PM | #27 |
Join Date: Aug 2004
Location: Seattle, WA USA
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Re: Which skills are worh raising really high?
One thing that I've decided to start doing about higher skill levels is require an appropriate Reputation, or else an explanation (with appropriate Advantages or Disadvantages, such as Unusual Backgrounds or Secrets or whatever) as to why such remarkable skill levels aren't widely known. Sure, a Reputation can be worked to end up with a 0-point value, but that does mean that there will be negative Reaction modifiers, not even counting the simple recognition the character will get from appropriate audiences. If a character comes into the game with Spear-27 (beyond the level of "mythic masters, bordering on the cinematic", so beyond some plausible interpretations of Miyamoto Musashi), I want to know how that fits into the setting and what it means for the character and those the character meets. Plus, of course, all of that Skill Maintenance will be enforced on the Weekly Time Sheet, as others have noted.
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03-30-2022, 05:47 PM | #28 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Which skills are worh raising really high?
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03-30-2022, 05:59 PM | #29 |
Join Date: Sep 2004
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Re: Which skills are worh raising really high?
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03-31-2022, 07:18 AM | #30 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Which skills are worh raising really high?
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* ignore all but 1 HP (or FP) of damage... at the cost of one unspent character point fits the tone of of an Action setting.
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