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#171 | |
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Join Date: Aug 2004
Location: Upper Marlboro, MD
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OK... this is off topic, but is a point being made to a post in this thread... if anyone wants to continue this discussion, we can take it out of this thread and into its own...
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So... after getting rid of this scheme in attributes and even in most advantages (if they are leveled, they appear to be at a constant rate anyway)... you left this scheme in when dealing with skills and techniques... Skills have a cost of 1 + 1 + 2 + 4 + 4 + 4 + 4 etc... Why? Seems like you could have had a much simpler way of doing this like: Difficulty ................. Cost ================================= Techniques - Average ........... 1 per level - Hard ...............2 per level Skills - Easy .............. 1 per level - Average ........... 2 per level - Hard .............. 3 per level - Very Hard ......... 4 per level This would be simple, elegant, and linear -- just like everything else in GURPS. |
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#172 | |
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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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#173 | ||
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Join Date: Sep 2004
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My ST character was an engineer. Gadgets, ship repairs, ship optimizations could have been fudged, but it was much more interesting to have rules to back him up. My character was SW character was templated off the "Brash Pilot" and flew an escort Y-Wing for our freighter. He did alright port side, but it would have been a waste of a lot of skill points if he didn't use his piloting skills. |
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#174 | |
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Join Date: Jan 2005
Location: Stuttgart, Germany
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Personally I think the biggest fault of the skill system is in the defaults not being stat/2, I also think there should be a mid-level between default and skilled, something like 1, 1, 2, 4, where the first 1 would halve the default. (I do agree we're off topic though...) |
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#175 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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We didn't want defaults between skills of differing difficulty levels to be an easy way to crock the system, and we wanted to make it possible to price general skill bonuses and Talents without regard to difficulty. This suggested that the steady-state cost of a skill level should be the same for skills of all difficulties. The system we ended up with in 4e met all of our goals while eliminating the odd asymmetry between physical and mental skills, and the need for players to deal with three progressions for two categories of skills instead of one progression and one set of simple shifts.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#176 | |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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#177 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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It would be reasonable to train a tactical ship's brain (or whatever CNS it has) to perform smart and well-coordinated (i.e. dextrous) moves. Not so for a heavy hauler that was 'born' to fly in straight lines and never encounter obstacles large enough to be worth dodging. With 4e's linear cost, it is as easy to train an IQ5 DX3 biofreighter to become an vacuumobatic ace as the special military fighter with IQ and DX 15+. Races (including bioships) are supposedly specialized in something. Linear costs get rid of such specializations. Last edited by vicky_molokh; 04-27-2006 at 02:34 PM. |
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#178 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#179 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#180 | |
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Join Date: Apr 2005
Location: Augusta, GA
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__________________
What? Were you expecting something witty to be here? |
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