10-05-2020, 08:13 PM | #41 |
Join Date: Jun 2010
Location: Dreamland
|
Re: The Beauty of GURPS
14 is usually a minimum score for me and my players. Anything less requires a good reason.
|
10-06-2020, 02:36 AM | #42 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Re: The Beauty of GURPS
"Usually" is an important qualification, though, and depends on many things. If you're betting your life on contests of Stealth against guards' Perception, 14 is not enough for a solo infiltrator.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
10-06-2020, 03:12 AM | #43 |
Join Date: Aug 2004
Location: Wellington, NZ
|
Re: The Beauty of GURPS
My players seem to have decided that skill-12 is acceptable - as your default in a skill you've never run into before.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
10-06-2020, 05:43 AM | #44 |
Join Date: Feb 2016
|
Re: The Beauty of GURPS
Stealth is probably one of the cheaper skills to boost. You can get Stealth-20 easily through taking DX 12, Craftiness 4, and Stalker 4, and spending 2 CP, for a total of 82 CP. Of course, players often think that you are cheating when you give their opponents Stealth-20 (especially if you give them Camouflage-20 as well).
|
10-06-2020, 09:31 AM | #45 | |
Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavík, Iceland
|
Re: The Beauty of GURPS
Quote:
|
|
10-06-2020, 10:00 AM | #46 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: The Beauty of GURPS
I frequently ignore capping talents at 4 levels. Especially IQ-based talents for characters whose concept includes being technically awesome but socially awkward.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
10-06-2020, 10:52 AM | #47 | ||
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
|
Re: The Beauty of GURPS
Quote:
This is from Sean Punch (Dr. Kromm) in How to Be a GURPS GM: "12-13: Primary job skills of most normal people (including cops, doctors, pilots, and soldiers)." Remember most people, even cops, are typically doing their jobs under known conditions, so have a plus to their effective skill. A friend of mine who was a police lieutenant and built his experience on the streets of Los Angeles said he only pulled his gun while on duty twice (I'm not counting on a firing range). He only fired it on duty once--and that was a warning shot. A PC adventurer is an extreme and unrealistic exception. Quote:
In most movies/comics/stories/certainly in real life, someone who fires a deadly weapon under those conditions either needs psychiatric evaluation or a prison cell.
__________________
Kerry Thornley: Dwarf Planet Eris, Discordianism, and The John F. Kennedy Assassination Without Thornley, there would never have been the Steve Jackson Games edition of Principia Discordia Top 12 Clues You're a Role-Playing Old-Timer My humorous (I hope) article that also promotes SJGames/GURPS GURPS Fantasy Folk: Elves My first GURPS supplement |
||
10-07-2020, 05:33 PM | #48 | ||
Join Date: Jun 2010
Location: Dreamland
|
Re: The Beauty of GURPS
Quote:
Quote:
12 is the absolutely minimum for any skill you want to roll against. Less and you're going to constantly curse 14 is the same but for combat skills because you roll more often and expect more penalties 16 is the same but for ranged combat and contested skills, both are hard to succeed at even at 16 Add 4 for any skill you actually want to rely on |
||
10-08-2020, 08:34 AM | #49 |
Join Date: Aug 2018
|
Re: The Beauty of GURPS
Although I haven't played such, but I could imagine fairly low skills (say 10-14) common in a gritty and/or horror campaign, where you're basically "supposed to fail" more often than not, or in a "cinematically narrative" campaign, where rolls are less important and focus is on acting out the role (the dice are there but used more as a backup).
|
10-08-2020, 03:31 PM | #50 |
Join Date: Sep 2006
Location: Chatham, Kent, England
|
Re: The Beauty of GURPS
Thanks for the advice and examples.
Beyond the statistical likelihood of success and failure on skills, I find the 14 to be a way to persuade noobs er, prospective players, such as in the thread 'how to sell GURPS...' etc. It's easily understood, they can prove it to themselves rolling dice a few times, and they see how bonuses and modifiers work. The game where the character can and does fail, and the GM has planned for either way forward, plus the players know this, yes a skill can be 14, they've mentioned it as '90 per cent is good enough.' Last edited by sgtcallistan; 10-08-2020 at 03:37 PM. Reason: FeiLin made a good right point just above |
Tags |
gurps 4e |
Thread Tools | |
Display Modes | |
|
|