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#21 |
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Join Date: Dec 2007
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And...that's a problem how? Look, academically speaking Egyptology is in fact a sub-discipline of archaeology. That is entirely beside the point when talking about game mechanics where an Expert: Egyptology, with low Archaelogy skill is just an archaeologist with a lot of expertise evaluating artifacts but sloppy field work. How the game divvies up expertise has nothing to do with real world academic classifcations.
Last edited by David Johnston2; 09-08-2019 at 08:59 PM. |
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#22 | |
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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"Egyptology: The study of ancient Egypt. Can function as Anthropology, Archaeology, History, Linguistics, or Occultism for that purpose." So if our Expert (Egyptology) was in the Valley of the Kings and needed to roll against Archaeology to do a proper excavation per the skill description he would roll against his Expert (Egyptology) skill. So to have a low Archaeology skill he also have to have a low Expert (Egyptology) skill...which kind of defeats the purpose of having Expert (Egyptology) rather then Archaeology (Ancient Egypt) in the first place. This is exactly what I mean by off the wall moon logic.
__________________
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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#23 | |
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Join Date: Dec 2007
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#24 | |
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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So don't mind me over here treating Expert skill like the upgraded Professional skill it's skill examples paint it as. |
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#25 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
__________________
Bill Stoddard I don't think we're in Oz any more. |
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#26 |
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Join Date: Sep 2019
Location: UK
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Anaraxes: Well, all I can say is I've tried to do it like that and I've proved utterly incapable of it. It's just impossible to guess every tiny thing that will be relevant ahead of time. I did take seven or eight skills along the lines you mention, but something's always popping up. Often things that are a question of having a better chance (but not guaranteed) at some wider task, rather than simply knowing a fact. Maybe I'm just not clever enough for GURPS.
Can you do that with Savoir-Faire, make up new ones as you feel like it? Our group don't seem to do that. |
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#27 | ||
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Historical Anthropology is a prime example of such a profession which blends history, archeology (historical), and anthropology into one field. But what exactly does it cover in GURPS terms what the field even is varies depending on who is talking about it? And there is the problem. Quote:
Hobby and Professional skills existed in 3.5 but AFAICT Expert Skill is unique to 4e and is the only one that specifically states that such skills "never provide the ability to do practical tasks" implying that professional skill can provide the ability to do practical tasks otherwise they would also state this ;-).
__________________
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. Last edited by maximara; 09-09-2019 at 09:02 AM. |
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#28 | |
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Join Date: Sep 2007
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(Imagine an SF game where you're discovered by an alien species and learn to get along with it. There might well be Savoir-Faire (Vulcans) in that setting, but no character would start with it, or even know it exists if the GM were playing their cards close to their chest.) B169 has the rule for optional specialties. You might use this rule for any number of skills if you wanted to model a character that has a narrow focus rather than a general competence with a skill. (In this example, the reference to "War Office" makes me think you might apply that to, say, Current Affairs if you wanted to suggest that the character stays in touch with military or geopolitical events thanks to their job, but isn't an overall newshound, neglecting the economic or cultural news.) If you don't care for going into that much detail with skills, there's certainly precedent for lumping the minor uses together into one skill. "Minor" is tricky, though -- presumably it doesn't include anything that's covered by another skill, much as Soldier doesn't give you Guns, Tactics, Leadership, Armory, Electronics Operation, Observation, etc. (See the description of Soldier; it covers "basic" tasks with the no-stress, routine "non-adventuring" +4 TDM, but at base skill level, without that TDM. So you could look at is as "Other Skills -4", though there's still that "basic" qualifier that limits applicability. It's not clear to me that this is really much different from having taking the default (say IQ-4) and just applying the +4 TDM... whatever works, I guess.) But as I said, I probably wouldn't demand a skill roll in the first place for an elementary task like seeing if a trained soldier knows how to dig a foxhole even against Soldier, and certainly wouldn't require points in Combat Engineering. How does failure make the narrative better -- and is that chance of random failure interesting enough to be worth making a character constantly look incompetent in their supposed fields? If you do like this route, then all the characters should get such a catch-all skill for their background. If it's just a way for one character to buy a Modular Skill that covers six or eight others on a whim, while other characters have to pay for their six or eight skills individually, then there's some unfairness in the point budgets. Wildcards are the extreme version of catch-all skills. They _do_ give you the full versions of any related skills, which is why they cost so much. If you really don't care for trying to find all the relevant skills in that very fine-grained skill list, you might like wildcards. Most concepts only need one or two; then, they're good to jump into the action. |
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#29 | |
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Join Date: Aug 2014
Location: Snoopy's basement
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The RAW on Expert Skills seems pretty clear:
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Of course it's up to each GM to interpret the limits of "practical tasks". In my case, I also have a house rule that an Expert Skill can be used for tasks other than 'answering questions' at -3. Last edited by Donny Brook; 09-09-2019 at 09:31 AM. |
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#30 | ||
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Hobby Skill states it "cannot learn skills defined elsewhere" (sic). So you cannot have Hobby Skill (Artist, Painting) even though in the real world people have painting as a Hobby. Yet you can have Expert (Egyptology) rather then Archeology (Egyptology). On the other hand, the Bartender example for Professional Skill is far more then simply 'answering questions' so why is a skill that is Hard (Expert) have that limitation? Hobby and Professional Skills gives the whole Expert Skill a non sequitur tone. Quote:
__________________
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. Last edited by maximara; 09-09-2019 at 10:31 AM. |
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