11-21-2021, 08:46 PM | #11 | |
Join Date: Aug 2007
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Re: Professional skill seem cheap
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The Wildcard or Bang! version mentioned by others would be skill with _all_ thing soldier-like including omabt and hiking and everything else but would cost much more points. 120 pts tp get to Soldier!-18 from a base 10 but that fellow is probably the best soldier in the world and doesn't have many Attributes at 10 anyway. Of course, Wildcard Skils won't be allowed in many games and you'd ned to buy multiple Skills and for a truly great soldier there's be Attributes (primary and secondary probably) above 10 and useful Advantages too ( Combat Reflexes and Fit/Very Fit just for starters)..
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Fred Brackin |
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11-21-2021, 09:09 PM | #12 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Professional skill seem cheap
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Bill Stoddard I don't think we're in Oz any more. |
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11-22-2021, 04:10 AM | #13 |
Join Date: Mar 2005
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Re: Professional skill seem cheap
My general principle in games is to have character generation take no more than a few minutes and involve as little stress as possible for the player.
So I would, in this military style game, like the players to essentially pick a soldier, a specialty and a couple of customisations and be ready to play. Hence my desire to employ templates etc. Am I unusually in wanting this? If character generation takes ages and involves a lot of my time I essentially cannot kill PCs off in the game as everything would grind to a halt as I helped them generate a new character. Do others not find this? Bear in mine my group do not know the gurps system so I would need to help them. |
11-22-2021, 04:16 AM | #14 | |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: Professional skill seem cheap
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I also don't see the benefit in killing off characters with abandon. Combine that with the above and I'd expect even less player investment. "Oh, I died, here's me mark 2, 5, 19, 127...". You don't need to spend hours and hours, and templates are a great way to get the basics done, but then let them spend some time customising. They'll learn the system after some initial help. But, absolutely to each their own. It's not a case of right of wrong, but you asked for what others do so that's my opinion of why I don't do it the way you mentioned.
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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11-22-2021, 05:52 AM | #15 | |
Join Date: Mar 2005
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Re: Professional skill seem cheap
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When my players generate characters they pick concepts they are interested in and I don’t want rules to get in the way. I just want them there as a back drop when we need to roll dice. Hence I want the actual system generation to be fast and fluid. My games are high role play and low number crunch. I ran The Armitage Files over lock down, once a week for over a year. There were 2 character deaths (one guy took a shotgun blast in the chest and one girl was shot with a pistol and bled out on the way to hospital) the entire time but the players all knew the threat level of the game and played cautiously as they could die and be replaced at any time. |
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11-22-2021, 06:01 AM | #16 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Professional skill seem cheap
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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11-22-2021, 06:27 AM | #17 | |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Professional skill seem cheap
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So, yeah, templates. You can assemble a "soldier" template who will certainly have Soldier skill, but that's not really where the points will be because it only covers routine parts of military life and not comprehensive coverage for everything a soldier might potentially be called on to do. It'll also need at least one weapon skill, optionally skills for climbing, driving, first aid, survival, and other adventure-y tasks. Or you can use wildcard skills, which are comprehensive coverage for everything a soldier might potentially be called on to do, which is simpler but less customizable. The real question you need to ask, here or in another thread, is what skills and other traits a soldier should have, and maybe see if anybody's already written up such a template.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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11-22-2021, 06:29 AM | #18 | |
Join Date: Oct 2007
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Re: Professional skill seem cheap
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11-22-2021, 06:37 AM | #19 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Professional skill seem cheap
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I don't often see character deaths; my players mostly are cautious about what risks their characters take. But if a character dies, the player gets to sit out that session (and enjoy the reactions of the other characters to the death). And then I'll work with the player to come up with a new character before the next session. That's not to say you have to do that. But standard GURPS is designed to give details on a character's distinctive traits. It's not going to work right if you try to reduce all a character's skills to a single insanely high skill. If you want to do that kind of archetypal play, take a look at ! skills. GURPS Power-Ups 7 has a detailed presentation, with a long list of possible skills, and a preface that explains something very like the style of play you describe; I think it may be the tool you want. In particular, the wildcard skill Ten-Hut! is specifically designed for doing all sorts of soldierly stuff—though you're also going to want a weapon skill, possibly Shooter!
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Bill Stoddard I don't think we're in Oz any more. |
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11-22-2021, 06:49 AM | #20 | |
Join Date: Jun 2013
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Re: Professional skill seem cheap
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1) It's made for DFRPG, which is perfectly compatible with "normal" GURPS, but you'd generally either need the relevant books there or their predecessors in the GURPS DF series. 2) It's made for DFRPG, which is set in TL Olden Tymes with Magic and focuses on murder-hobo adventurers, not modern (TL8) soldiers in a military.
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