01-25-2021, 12:34 PM | #31 | |
Join Date: Jan 2010
Location: Brighton
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Re: Skills - maybe this game isn't what I'm looking for
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The problem is GURPS more than most RPGS is a took kit. As such it kind of strives to cover all possible bases. And well that's pretty damn intimidating to come up against as a buy in! I personally bounced of GURPS for years, until somehow 4rd edition clicked for me. And even though I've been GMing GURPS for over 10 years now. I still don't have a clue on over half the advantages, disadvantages, skills and magic system. (let alone alternative magic systems, super power options and whatever else) but I don't need to to do what I want. Or put it this way, I know what I need to know. However that's not much help in abstract because well I had to learn that to know it, and it will likely be different for everyone and every game. You are also in a different situation from me I'm (always) the GM so I chose what goes into my games, you seem to be a player in the game you are in right now. So what is you would like GURPS for? EDIT: ah just read you next post (and Kromms) yep I'd suggest the DF sub forum, you will get more focused advice and help
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 01-27-2021 at 11:22 PM. |
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01-25-2021, 12:59 PM | #32 | |
Join Date: Sep 2004
Location: Vancouver, BC, Canada
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Re: Skills - maybe this game isn't what I'm looking for
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You would typically use your horse-riding skill while chasing or being chased by other riders, to see if you can go faster, or if you can navigate obstacles better than them (going through a forest, jumping over rocks and fallen logs, etc). You would use the skill if you have a time limit to get from point A to point B. You would use the skill if a big monster shows up and may spook your mount, and you need to calm it down. You would use the skill to approach and mount a legendary unicorn you found in the fairies' grove. You would use the horse riding skill combined with some weapon skill during a knight's tournament. You would use the horse riding skill to march proudly in front of the Queen and look all fancy and majestic. That sort of thing. Last edited by lordabdul; 01-25-2021 at 01:04 PM. |
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01-25-2021, 01:05 PM | #33 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Skills - maybe this game isn't what I'm looking for
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I have done a conversion sheet, D&D to GURPS, since then updating it and making it more general as time goes on but even doing that there are just parts that I have to 'leave to the GM' as my style of play is different and if I want the sheet to be useful I have to keep it as general as possible.
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01-25-2021, 01:26 PM | #34 | ||
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: Skills - maybe this game isn't what I'm looking for
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Aside from the regular skills like Bicycle he let player characters learn amazing skills like "Eating", "Dressing yourself", "Homework". Iirc. 80% of the player characters died before their first school day was over. One character bled out catastrophically failing to dress themselves in the morning, another dropped dead from food poisoning after drinking milk past its expiration date. It was actually a lot of fun. We had some player characters either taking crazy risks (like trying to slice bread!) or doing everything they could to avoid risks like eating dry cereal sitting on the floor in a corner of the room. Quote:
For the dozens-of-skills problem spoken about in the thread I generally let people invest in skills after the fact if it makes sense that the character would know that skill. ("Oh crap, I forgot to give my Knight the Soldier and Leadership skills!")
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01-25-2021, 02:02 PM | #35 | |||
Join Date: Jul 2008
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Re: Skills - maybe this game isn't what I'm looking for
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Mounted combat, a mounted chase (as pursuer or quarry), mounted hunts, 'simple' mounted travel through extreme environments... I guess the answer might be Dungeon Fantasy characters who bought the horse exclusively to reduce travel-to-dungeon logistics time. Assuming they never get ambushed while on the horse and never try to use it for anything other than a 'off-screen' strategic mobility upgrade they don't really have any need for a point in Riding. Quote:
That, ST, and Move are probably the very most important and user-facing stats for a riding animal. (How well it performs, how much it can carry, and how fast it can go.) Mind, you should have the DX and some other traits, because you very easily might end up needing them. But you don't need those to resolve this. (Campaigns has animal stat block examples you can simply copy.) Quote:
I'd agree that if that's what you want to do I personally can't understand why you'd use GURPS. But some people do seem to.
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01-25-2021, 02:11 PM | #36 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Skills - maybe this game isn't what I'm looking for
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IMHO it is too many GMs not using that section (it really should have been a quick reference table) that causes people to think they must have insanely high skills. From Skills on the GURPS wiki: Extremely High Skill Not Needed At first glance a mythological hero able to skewer foes while fighting from his back, with the wrong hand, while dealing with poor lighting, and injuries would seem to require a 40+ skill but there is a saner (and cheaper) way to do this. The warrior should be a master (level 20) in their base weapon skill, have the Blind Fighting skill (which negates darkness penalties), High Pain Threshold, and the techniques Ground Fighting, Hit Location and Off-Hand Training (removing penalties for position, hit location and off-handedness respectively). "The essential point here is that highly-skilled character concepts can be realized in GURPS through the artful use of reasonable skill levels that do not break the system." - Compendium II p. 125
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01-25-2021, 03:20 PM | #37 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Skills - maybe this game isn't what I'm looking for
A useful stratagem here is to give every player 5 points that they are not allowed to spend initially, but must hold in reserve till they realize that they really needed some particular skills to make their characters viable.
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Bill Stoddard I don't think we're in Oz any more. |
01-25-2021, 03:33 PM | #38 | |
Join Date: Jul 2008
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Re: Skills - maybe this game isn't what I'm looking for
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Ludicrous combat skill levels let you do ludicrous things, but that's only a problem if doing ludicrous things isn't the intended outcome. The Princess Bride "I am not left handed" and "My name is Inigo Montoya" scenes would lose their point if, respectively, the characters are effectively ambidextrous and entirely unhindered by wounds. (There might be skills where over-the-top levels do strain or break the system, but Melee Weapon doesn't seem to be one of them. And in 4th edition they don't break the pricing system either - IIRC they might have in earlier editions?)
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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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01-25-2021, 04:10 PM | #39 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Skills - maybe this game isn't what I'm looking for
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Technique (Off-Hand Weapon Training); Weapon skill-4; cap - Weapon skill Technique (Feint): Weapon skill; cap - Weapon skill+4 This is ignoring any possible Cinematic Rules that might be in play. Actually it was only Easy to Hard mental skills that were cheaper. Except for the 1/2 point option the cost all DX skills and the Very Hard Mental skills cost the exact same in classic as in 4e. This makes conversion somewhat easier as you only have to worry about IQ skills and 1/2 points.
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
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01-25-2021, 05:23 PM | #40 | |
Join Date: Nov 2020
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Re: Skills - maybe this game isn't what I'm looking for
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skills, success rolls |
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