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#1 |
Join Date: Aug 2007
Location: Denver, CO
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Assuming a fairly high point-value game, which skills do we think are worth investing lots of points in?
Generally speaking, we see diminishing returns after the 12-14 range unless there are frequently large negative modifiers. So, I was trying to figure out what skills might be worth the extra juice to put skills up to 25 or 30 or higher. Ritual Magic seems like the most obvious choice. If we're using that magic system, many spells have prerequisite count of 10 and getting skill to 20 has real benefits. Weapon skills can also clearly benefit. In melee, there are options and there's your parry. In ranged combat, there's range. So, what else is worth having a skill of 25+‽ |
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#2 |
Join Date: Sep 2004
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Any skill the GM will let you use effectively can be worthwhile:
- Some rules allow artificer skills to produce suburb (even magical) items. - Engineering skills can allow you to improvise all sorts of things - Science skills can turn you into a Sherlock Homes type. - 'Face' skills can let you manipulate others - Stealth skills will let you win without others seeing you - Superior tactics and strategy can give you overwhelming advantages or let you avoid combat altogether. - Survival will let you live comfortably where others die. - Holdout will let you bring weapons (combat advantage) where none are allowed. - Savior Faire will help you out maneuver others in proper company. - Gaming skills are a good fall back for resolving disputes without fighting. - Entertaining, cooking, and cleaning skills help with getting you into places without fighting. |
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#3 |
Join Date: Aug 2007
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Youi've left out Skills which get roled in active contests v. npcs. Observation v. Stealth is just one example.
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Fred Brackin |
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#4 | ||
Join Date: Jun 2013
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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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GURPS Overhaul |
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#5 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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If you can have DX and/or IQ of 16+, or suitable Talents, it becomes worthwhile taking many skills to 16 because it doesn't cost huge amounts, your rate of critical failures decreases significantly, and your rate of critical successes increases. That applies to any skill where failures can be dangerous, such as Explosives.
Stealth is often rolled as a contest, so getting that quite high has major returns in safety for an infiltrator. Camouflage is similar, as are all the Influence skills (and their Techniques). Under Action's cinematic rules, Physician can be used at -10 for instant First Aid, which makes skill in the 20s the key ability for medics.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#6 |
Join Date: Mar 2016
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I would say spells under normal Magic would also definitely qualify. There are a lot of spells that cost 3+ energy that would be incredibly powerful to have indefinitely.
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#7 |
Join Date: Aug 2007
Location: Denver, CO
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#8 |
Join Date: Oct 2007
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If it's not super expensive, Diplomacy is worth getting to 20 for the automatic +2 to any reaction roll.
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#9 |
Join Date: Aug 2004
Location: Wellington, NZ
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But if that's all you want it for, +2 Charisma is likely to be much cheaper. However, Diplomacy is a hugely useful influence skill - you can use it in almost any situation where influence can be used at all, and it's rather safer than other influence skills. If you have the points to counter it being harder than the others it's absolutely worth the investment, even without that 'free' +2 to reactions.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#10 |
Join Date: Aug 2014
Location: Snoopy's basement
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