12-18-2015, 03:09 AM | #11 | ||
Join Date: Mar 2013
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Re: Changing techniques to just 1pt leveled perks
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12-18-2015, 04:57 AM | #12 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Changing techniques to just 1pt leveled perks
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That said, I'm really not sure what is gained by having a hard/average technique split. I prefer simplicity except where complexity gets you something. Techniques represent an added complexity atop skills, but one I welcome (being able to define how I, specifically, fight is useful to me). I also don't mind that different techniques have different prerequisite levels that you're buying off (Counter Attack is -6 but Feint is +0? That makes sense). But that this one costs one point extra because... reasons? Why not just make everything Average? Why have that extra layer of complexity? It ends up creating a situation where people either won't invest, or will invest all the way to get the most out of that one extra point they had to pay, and also that they have one more piece of information to look up ("Actually, Arm Lock is Average, not Hard!"), and it makes the already questionable utility of Techniques even more questionable. I don't see what is gained by the hard/average distinction.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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12-18-2015, 07:32 AM | #13 | |
Join Date: Nov 2007
Location: Sydney
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Re: Changing techniques to just 1pt leveled perks
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In regards to the second there is a hidden limit. When buying a technique is point inefficient which is more than one hard technique for any skill. |
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12-18-2015, 07:39 AM | #14 | |
Join Date: Nov 2007
Location: Sydney
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Re: Changing techniques to just 1pt leveled perks
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Exactly perhaps I should have called the thread this and explained it more as such as it's a better put argument. It makes a smoother stat > talent > skill > technique progression and really anything that moves the efficiency to the right of that sequence is a good thing. |
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12-18-2015, 08:55 AM | #15 | |
Join Date: Aug 2004
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Re: Changing techniques to just 1pt leveled perks
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I'm on this train, too. I'd like a way to encourage differentiation between characters who focus on the same skill, and ideally I'd like it without the added complexity of the Average/Hard distinction. Reducing all techniques to 1pt/level is an option. Calling techniques "perks" perhaps conflates too many things - though it does simplify terminology. |
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12-18-2015, 09:18 AM | #16 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Changing techniques to just 1pt leveled perks
I think it makes more sense to drop the current A/H distinction on Techniques, since on average it just means that a Hard Technique costs something like 25% more than an Average one, given that most player characters, and most major NPCs, who go for a Technique, are likely to go whole hog with it. And with a 25% differentiation of trait costs not really being something GURPS is usually keen on.
Either just do everything being Average Techniques, or else introduce a new costing scheme with Techniques being either Very Easy, Easy, Average, Hard or Very Hard. Average ones cost 1 point/level. Almost all existing Hard Techniques should be changed to Average. Easy ones cost 1 point/level but gives +2 to effective skill per level. Very Easy ones give +3 to effective skill per level, and should only be used for usages so strongly specialized that an Easy Technique isn't good enough. Hard Techniques cost 2 points/level for each +1 bonus, and should only be used for very broad Techniques, covering a significant fraction of the usage of the overall skill. Very Hard Techniques cost 3 points/lvl for each +1, and should only be used in extreme cases, with it being quite possible that there aren't any cases extreme enough to warrant the VH grade. |
12-18-2015, 09:29 AM | #17 |
Join Date: Oct 2015
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Re: Changing techniques to just 1pt leveled perks
This is out of left field, but.
How about letting a person trade in points spent on techniques for higher levels of the skill. Saying they mastered that part first, but then went on to broaden their skill. No reason they'd have to do so with the next skill improvement, but letting them keep it as an option, means the points are never "wasted", but also less often banked. Karate is a DX/Hard skill. So raising it from DX+1 to DX+2 costs 4 points. If you have 3 points, you might spend 2 on Jump Kick, and 1 on Elbow Strike, with the intention of rolling both over into the base Karate skill once you get 1 more point to spend. Sort of how reorganizing Short Sword and Broad Sword points, and which is a default of which, is described. |
12-18-2015, 09:36 AM | #18 |
Join Date: Jul 2008
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Re: Changing techniques to just 1pt leveled perks
If the actual intended thrust of this thread is that Hard Techniques being removed as a concept and all of them made into Average Techniques instead, that sounds fairly reasonable. Techniques already live in a really confined pricing space where that one point may do a lot to let you do interesting things with them while in the larger scheme of things still being just one point.
Merging Average Techniques with Leveled Perks seems like a bad idea. Techniques are a good formulation for what they do, simultaneously indicating a move everyone can do and a character-building option in one easy-to-reference, common-layout rules chunk.
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12-18-2015, 09:38 AM | #19 | |
Join Date: Jul 2008
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Re: Changing techniques to just 1pt leveled perks
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But taking one level off each of your techniques to defray the cost of the next level of the skill sounds fine to me.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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12-18-2015, 09:50 AM | #20 |
Join Date: Oct 2015
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Re: Changing techniques to just 1pt leveled perks
I agree. I chose those two examples because Jump Kick was a Hard technique, and Elbow Strike was Average. So one point in each, to +1 the base skill, according to RAW, would be 2 and 1 respectively, summing to 3.
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