10-31-2017, 10:08 AM | #21 | ||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: High Skill Vs Talent
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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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10-31-2017, 10:26 AM | #22 | |
Join Date: Oct 2013
Location: Mülheim an der Ruhr
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Re: High Skill Vs Talent
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10-31-2017, 10:43 AM | #23 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: High Skill Vs Talent
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Trust me, I get the same way when I see IQ 17+ characters who do it because all the IQ skills will default in the 10-13 range (and most fall in at 12+). |
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10-31-2017, 11:38 AM | #24 | |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: High Skill Vs Talent
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Hence the need to power it up using Power-Ups 3: Talents, which gives many ways for the GM to make Talents more attractive as well as examples of new Talents. |
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10-31-2017, 03:04 PM | #25 | |
Join Date: Aug 2004
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Re: High Skill Vs Talent
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On a related note, one of the sweet things about GURPS, compared with many other games, is that you're really not that badly stuck with the choices you make when first creating a character, in terms of niche. If you accumulate 50 cp over the course of a campaign, that's plenty to turn your highly competent physician into a diplomat and spy, or a military leader, or a travelling bard, or a deadly sniper. Sure, you won't be as good at those things as a character that was designed for them from the get-go and stayed in their lane, but difficulty doesn't need to escalate the same way in GURPS as it does in class-and-level systems, so that's not necessarily an issue. My favorite characters have all ended up developing into directions I had absolutely not planned when they started out. In some games, it's been a frustrating experience (while also rewarding), but in GURPS, it's just been a blast.
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10-31-2017, 03:11 PM | #26 |
Join Date: Dec 2007
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Re: High Skill Vs Talent
The truth is, the other medical skills should probably be Physician techniques except that whole default cascade was set up before techniques existed.
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10-31-2017, 03:14 PM | #27 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: High Skill Vs Talent
I don't think IQs above 14 are in any way human let alone realistic. But for Reed Richards type characters it's all but necessary.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
10-31-2017, 03:18 PM | #28 |
Join Date: Dec 2007
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Re: High Skill Vs Talent
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10-31-2017, 03:21 PM | #29 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: High Skill Vs Talent
Untrue. Richards doesn't need social skills in the 14-16 range as a default from IQ. He needs Talents for his MAD SCIENCE and MAD ENGINEERING... or better still (as it's a Supers game) a pair of Wildcard skills and "Regular Joe IQ" (considering how often his creations run amok and cause 90% of the problems the FF end up dealing with... dude has serious "common sense" issues).
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10-31-2017, 03:23 PM | #30 |
Join Date: Aug 2007
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Re: High Skill Vs Talent
There's a broad fictional class of characters who answer insanely difficult mathematically based question ins the Science of the Week without even consulting their laptop.
So High IQ, Science!, Eidetic Memory and Intuitive Mathematician.
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defaults, healer, high skill, talent |
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