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Old 12-21-2021, 12:40 AM   #11
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Default Re: GURPS Special Ops blog

I like the blog. I'm not one of the people that are trying to create a reality simulator and then break it...I like the "gameability" of the things you have and the lack of theory crafting as though you were writing this stuff to actually use. (sorry, while I think there's no BADWRONGFUN! It seems to be forgotten sometimes this is all actually designed to be played. and your stuff does that).
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Old 12-21-2021, 09:45 AM   #12
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Default Re: GURPS Special Ops blog

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Originally Posted by Christopher R. Rice View Post
Do you mean Wildcard skills? I'm not sure what a wildcard talent is...
Yeah. <facepalm>
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Old 12-21-2021, 09:47 AM   #13
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Default Re: GURPS Special Ops blog

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Originally Posted by pestigor View Post
I like the blog. I'm not one of the people that are trying to create a reality simulator and then break it...I like the "gameability" of the things you have and the lack of theory crafting as though you were writing this stuff to actually use. (sorry, while I think there's no BADWRONGFUN! It seems to be forgotten sometimes this is all actually designed to be played. and your stuff does that).
Thanks for the compliment! Yeah, I'm trying to make it realistic, but not overly complicated, but also not cinematic. It's an interesting balance that can be challenging... and I recognize I'll screw it up, so definitely appreciate everyone's input, even if I don't agree with it.
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Old 12-21-2021, 09:49 AM   #14
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Saw this aways back and added to the Classic: Special Ops page of the GURPSwiki

On wildcard skills - they are are a little too powerful for most campaigns. If you need any help I have spent a ridiculous amount of time converting characters and so have a good idea on how to "translate" templates.
Thanks for adding me to the wiki - now I need to figure out how to get added to the GURPSDay Feed. :)
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Old 12-21-2021, 04:45 PM   #15
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Yeah. <facepalm>
Ah. No, your first instinct is correct. I think it was Phil Masters who wrote in Pyramid 2.0 that wildcard skills at attribute+0 or less could represent broad capability in the default standard. I always thought that was brilliant.
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Old 12-21-2021, 11:01 PM   #16
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Default Re: GURPS Special Ops blog

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Ah. No, your first instinct is correct. I think it was Phil Masters who wrote in Pyramid 2.0 that wildcard skills at attribute+0 or less could represent broad capability in the default standard. I always thought that was brilliant.
Problem is Pyramid volume 2 ended in 2008 with Job Training being introduced in 2011 and Wildcards getting a full write up in 2014 so some of that information may not apply.
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Old 12-21-2021, 11:06 PM   #17
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Problem is Pyramid volume 2 ended in 2008 with Job Training being introduced in 2011 and Wildcards getting a full write up in 2014 so some of that information may not apply.
No, it still applies quite well. I've used them in games ranging from 150 points to 12,000 points and they are cleaner than talents+oodles of skills and just work better.
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Old 12-22-2021, 03:41 AM   #18
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Default Re: GURPS Special Ops blog

Interesting blog. I'll keep an eye on it.

Personally though, I prefer soldiers to never have ST less than 11, or 12 ST for Light Infantry style formations. Too often this results in them not being able to carry their marching (or even combat load) at encumberance less than -2. As a result, they're slowed down to 2/3 yards/second and thus can barely speed up, can't take advantage of All-Out Attack's mobility and suffer in defenses department.

To me, encumberance should be such:
0: Clothes and Self-Defense Load
-1: Combat Load: Armor, Firearm, Ammo, Grenades, Aux (40mm, AT4 or spare ammo for MG)
-2: Approach March Load, or Combat Load + Backpack.

According to FM21-18, Combat Load is at most 48 lbs, Approach March is at most 72. These numbers are achieved with ST11, so it's reasonable to expect an infantryman to have ST11, SEAL and such ST12.
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Old 12-22-2021, 08:35 AM   #19
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I have a weirdly specific perspective on the wild card thing. I've been doing martial arts for years, and by chance I met a karate instructor who happened to be in special operations (Worked his way up to being a commander of two of the major Canadian special operations units). I've trained with him for a few years, and help him to train tactical police units and regular police in use of force, as well as close quarters combat/shooting. Through him I've met plenty of other former special operations guys, both young and old.

Let me tell you, these guys deserve wild card skills. At attribute level would be fine. You don't want your Spec Ops character dying because you forgot to pick up the Knot-Tying skill. Having low level skills in everything from mechanics to first aid makes sense, and then you can leave the higher ranks in particular areas to specialists. Having an 11 or so in most relevant skills won't break anything, and it will really help the players out. Plus, it definitely accords with reality.
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Old 12-22-2021, 01:05 PM   #20
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Default Re: GURPS Special Ops blog

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According to FM21-18, Combat Load is at most 48 lbs, Approach March is at most 72. These numbers are achieved with ST11, so it's reasonable to expect an infantryman to have ST11, SEAL and such ST12.
You can also do it with just lifting ST to 11, which can represent training in carrying that load without necessarily making you stronger with melee weapons or more HP, so there are some options, but I would agree you should be able to carry those loads at the encumbrance levels you mentioned for a spec operator in most cases.
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