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#1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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It's very expensive to build the master-of-all-weapons in GURPS without giving him an astronomical DX. What do you think of the idea (in a highly cinematic game) of borrowing the mechanism for Alternate Abilities and pay only full cost for the most expensive weapon skill and 1/4* for the other skills?
*because it makes the math neater
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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#2 |
Join Date: Jun 2006
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Why not use the rules already in place for Buying Skills at Default or Wildcard Skills?
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#3 | |
Join Date: Jun 2006
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But it seems like a lot of extra computation compared to just letting them buy a Wildcard Melee! or Fight! skill. I suppose it lets you have different weapons at different skill levels, but when the point is to build a cinematic master of everything, why would you want that?
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#4 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#5 | ||
Join Date: Jun 2006
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EDIT: Quote:
Last edited by sonic232; 10-02-2015 at 08:38 AM. |
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#6 | |
Join Date: Aug 2004
Location: Austin, TX
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I've also introduced a Master of Arms talent that covers all melee weapons for 10 points a level. The combination of the two lets you be a DX+3 master of every melee weapon for around 50 points. After that, you need to start raising DX.
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#7 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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However, Wildcard skills are very broad. If I want two (A) skills at DX+5, that could cost me 40 points? (IDHMBWM) There's no Wildcard skill that's going to cover two melee skills, for melee use and melee use only. Under my proposal, it would cost 25 points, which I think is fairer. The downside is that you'll have to take a second to adjust when you pick up a new weapon, but I can live with that.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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#8 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#9 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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#10 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Yep. Of course, the GM could let each player define a custom role-based wildcard (p. 7) of the "ultimate template wildcard" variety (p. 18) that allows a roll for anything to do with their place in the campaign; give them full wildcard familiarity (p. 11), loads of implicit perks (p. 12), and a raft of other bonuses, including resistance and damage bonuses (pp. 13-15), within their area of expertise; be liberal about off-label use and negotiations (p. 23) outside their area of expertise; treat easy tasks as trivial (p. 25); open up the critical success range (p. 26); and grant Wildcard Points to spend as meta-game currency (pp. 12-13). That would make the expense a whole lot more justifiable, as the PCs would then be able to see most of the plot as a nail to hammer with their wildcards, enjoy benefits that no non-wildcard skill grants at any level, and have the functional equivalent of a bunch of Luck-related and Higher Purpose advantages. Also, ignoring many penalties and receiving bonuses for simpler tasks would make effective skill levels higher despite the high cost.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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alternative abilities, skills |
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