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Old 11-03-2015, 10:25 PM   #51
Tinman
 
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Default Re: GURPS Action 4: Specialists

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Originally Posted by Celti View Post
So a fellow member of my gaming group and I have gotten into an argument about the description of Sure-Footed in Action 4 as it pertains to Terrain Adaptation and Perfect Balance.
Seems clear to me that while by RAW your opposition would be correct, Action-4 overrides that. As far as Action is concerned...

Originally Posted by Action 4, p. 23
Sure-Footed: [...]In Action, anybody with Perfect Balance gets these benefits at all times and doesn’t need this perk.
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Old 11-11-2015, 05:37 PM   #52
Peter Knutsen
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Default Re: GURPS Action 4: Specialists

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Originally Posted by mehrkat View Post
I really like this one and second the notion of this treatment for MH and DF.
I'd like to see a treatment for more generalized low-TL rather than specifically for fantasy.
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Old 11-11-2015, 05:44 PM   #53
Peter Knutsen
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Default Re: GURPS Action 4: Specialists

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Originally Posted by Langy View Post
That's not how the rest of the skill sets in Action 4 are written up; for example, Amphibious Operations and Airborne School, both similar to Battelsuit Training in many ways, have Soldier skill, not just Infantry Training. The book even explicitely covers the situation where someone might have Amphibious Operations but learned it from a drug cartel:
But this means that some created characters will have 4 points in Soldier even though their concept only really warrants one. Or at least 3 points and then spend a Slush to get it up to an even 4.

I think it'd have been better to have a Boot Camp Lens that gives 1 point in Soldier, and another Infantry School that gives another point, and then all the other military Lenses should to some degree "expect" people to already have done at least Boot Camp and usually also IS too.

Lenses having other Lenses as prerequisites is a complication that might not be preferable, though.
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