06-04-2021, 12:17 PM | #51 | |
Join Date: Jan 2006
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Re: Skill Advancement
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On the other hand lockpicking 30 doesn't really hurt most games at all - it is very situational. When I GM I generally soft limit skills to 20 or so, unless the PC makes that skill a major focus in game. Exact limit depends somewhat on the game and character. (A DX 20 super would have a different limit than a DX10 gritty PI.) |
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06-04-2021, 02:11 PM | #52 | |||||||
Join Date: Apr 2019
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Re: Skill Advancement
Varyon, I think you're making a lot of the same points I'm making.
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The Swashbuckler is a specialist, sure, but if he buys up Broadsword to ridiculously high levels, he's probably leaving himself vulnerable to some other really basic attack. I don't think, as Gnome was arguing, that "pumping all your points into one skill" (as you put it) lets him "graduate" beyond the monsters he's likely to encounter - unless your GM only throws a certain kind of melee monster at you. And no level of Broadsword makes a Swashbuckler so competent that he doesn't need help, as you pointed out again here. Quote:
But the idea that buying up one skill really high to the exclusion of all the other options on your template is going to make your character supreme is, I think, a flawed strategy for most DF games. The guy who ignores buying more ST and Striking ST, a higher Per, a higher Speed and better Dodge, Danger Sense, HT, etc.... That guy will get killed quicker, in most games, I suspect, than the one with a more balanced point-spending strategy - who wants to survive a dose of poison, be able to dodge or block an attack he can't parry, be able to knock down a larger or a better-armored foe (or one without chinks), be able to sense danger, be able to run away faster, etc.... In most games, I strongly suspect, the guy who dumps all his CP into Broadsword is going to get hosed sooner than the guy who spreads his points around more evenly. |
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06-04-2021, 03:34 PM | #53 | |
Join Date: Aug 2004
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Re: Skill Advancement
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Let alone all those other styles and genres where that style of build is even more silly... |
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06-04-2021, 04:57 PM | #54 | |||
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Skill Advancement
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But I think this problem is easily solved by a number of methods mentioned in this thread (and I've tried more than one!): cap skills, require Unusual Background, or my current favorite which is to just use the 3e cost progression. Quote:
What you're saying sounds like an article of faith about GURPS: "I'm sure if you spend more on this you'll have less left for that." Of course I can't argue with the arithmetic of that, I'm just saying some of those things get you less overall utility. |
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06-08-2021, 12:47 AM | #55 |
Join Date: May 2021
Location: I'd rather be alone than be with people who make me feel alone.
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Re: Skill Advancement
In regards to the "Sword Guy Problem", I think a decent solution is to simply disallow the use of selecting Hit Locations when attacking. Big skill soaks penalties to hit easily, making exploiting the Hit Location rules all too simple. I might recommend only allowing the use of Hit Locations when it would be dramatically appropriate; "Aim for the dragon's glowing heart!".
Of course I suspect a lot of GURPS GMs would not want to sacrifice realism for the sake of game balance. I take no issue with it, but others might. It's just one way to handle the issue of out of control melee skill levels. One problem is it really poo-poos on Techniques (if they're even permitted in the first place) that involve targeting Hit Locations. A compromise might be that you have to buy into Techniques with points in order to use Hit Locations. Works as a pseudo-Unusual Background tax. |
06-08-2021, 07:02 AM | #56 |
Join Date: May 2021
Location: Eastern Kentucky
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Re: Skill Advancement
So I think the game can be broken if you have players intent on breaking it. This is why I asked the question. I've dealt with some expert rules lawyers over the years so I understand how they think.
So there are a variety of approaches to "fix" the problem. 1. Just get player buyin not to do this... For me this works but is unsatisfying. 2. Make the cost increase for advancement of the same effectiveness. This is absolutely realistic in my opinion. There is a diminishing returns for improving a skill with training. Then the question becomes what is the best approach. 3. Another approach is enforced breadth. You do this by requiring something like a pyramid. So you always must have more skills at cp 1 than you do at cp 2 and so forth all the way up. I'd probably just use a term like rank to represent movement up the skill table. So an IQ-3 very hard skill or an IQ easy skill are both rank 1 when you spend that first point. The downsides of this approach are that PCs will start taking skills just to grow their pyramid and they'd become jack of all trades in some pretty weird stuff. So my sympathies likely lay with #2 above but I'm still not sure the exact right way to do this. I've mentioned that everything over 20 costs it level-20 in addition to the base +4. You could also just keep doubling the cost so it's +4 then +8 then +16 then +32 and at some point PCs will stop improving that skill. |
06-08-2021, 07:13 AM | #57 |
Join Date: Apr 2018
Location: Trondheim, Norway
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Re: Skill Advancement
In one of our campaigns, I would classify Mattea and Ilzo as combat monsters by this time. We just had a big fight, and on most of her attacks, Mattea had Bow-33 including Acc (28 on Move and Attack), before taking penalties for range and darkness. (She could take -3 in addition, to be able to shoot every second.)
Ilzo held off the main charge single handedly for most of the fight, while Mattea returned fire on the opponent's archers, as well as keeping climbers from reaching our ridge top. Even though Leopold and Va'lyndra have put lots of points in non-combat related skills and abilities, they were crucial to our success. They helped keep the ridge top clear, and Lyn even picked off a couple of archers. Mattea depends on her mobility. If Lyn and Leo hadn't been there, she would likely have joined Ilzo for back-to-back fighting, losing the advantage of holding the high ground, as well as being stuck in melee range. So, my point is: Even though Ilzo and Mattea at times got kills every round, and none of us expected Leopold and Va'lyndra to be nearly as efficient, our two less combaty friends had important tasks during the fight. And to generalize, having a high-skill fighter ensures that the party has someone to occupy the opponents while the rest do something important, such as unlocking the gate so everyone can escape, solving the riddle to deactivate the constructs trying to kill them, or just watch the fighter's back so he doesn't get swarmed.
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You don't need to spend 100 CP on Status 5 [25] and Multimillionaire [75] to feel like a princess, when Delusion [-10] will do. Or, you can run so far away that Status and Wealth don't apply anymore... Character sheet: Google Drive link (See this thread for details.) Campaign logs: Chaotic Pioneering / Confessions of a Forked Tongue / A Doe Among Wolves |
06-08-2021, 07:33 AM | #58 | |
Join Date: Aug 2004
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Re: Skill Advancement
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It's not broken; in fact it's suboptimal. ("It" being Sword Guy.) |
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06-08-2021, 09:52 AM | #59 | |
Join Date: Apr 2019
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Re: Skill Advancement
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No matter how good your skill anything higher than a 6 is just a hit. This makes a 40 sword skill much much less useful. The math just doesn't pay back the points. Once you get to skill 20, to absorb a reasonable number of penalties, more is something you will grow into figuring out the sweet spot of whats legitimately enough to do the job. There is a slight caveat to Range weapons, especially muscle powered ones because distances add significant penalties very quickly. But this is a function of how the mechanics work. Yet another option is that as your skill proggession stays the same but the time to train increases. Instead of the generally accepted 200 hours to raise a skill (or something like it) once you get to Stat+4 or what ever you choose, start adding 100 hours each skill level. So its not the cost that is the investment, but the game time required. This will probably not work in games where there isn't some semblance of time tracking, or downtime that reflects healing, shopping, gathering supplies, travel.... but even if you are a generous GM and allow 4 hours of training a day, thats 25 days in game. Once it goes up it takes a month and a half, then two months, 2.5months, 3 months, 3.5... your character in vestment is the same in points but time determines the ability to raise the skill not just having cash in your wallet. Lastly an option I came up with for a house rule. sort of what you said but not doubling. This was discussed at great length in another thread you can find by looking for posts that have this text. Skill level cost variation (this replaces the standard version, its not an addition to it): Scale them by one instead of exponential. Just adding one to each subsequent skill increase, you pay additional 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, and on (the points spent intersect at the 6th increase then start to become cost prohibitive) early on its even a touch cheaper, but definitely covers increasing skill once you are at that high skill level. If it wasn't that I use a tool that is pre configured for GURPS I think I would probably implement this right off now that someone pointed it out. VH progression GURPS 4e 1, 2, 4, 8, 12, 16, 20, 24, 28, 32, 36 VH progression proposed 1, 2, 4, 7, 11, 16, 22, 29, 37, 46, 56 VH progression math: 1, 1+1, 2+2, 4+3, 7+4, 11+5, 16+6, 22+7, 29+8, 37+9, 46+10, 56+11, etc.... Its basically the same point investment up to: Attribute +7 for easy Attribute +6 for average Attribute +5 for hard Attribute +4 for VH After this point it starts getting really expensive and a +40 would simply be untenable. Your game has to be balanced for this, and you can allow the addition of techniques for martial abilities to get players up into that 20ish sweet spot. But this is mechanically much easier to control if your not using one of the software build options, they usually hard code skill level progression |
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06-08-2021, 10:01 AM | #60 | |
Join Date: May 2021
Location: Eastern Kentucky
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Re: Skill Advancement
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