Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 06-01-2021, 02:36 PM   #1
ericthered
Hero of Democracy
 
ericthered's Avatar
 
Join Date: Mar 2012
Location: far from the ocean
Default Re: Skill Advancement

At low levels, skills do get progressively harder to advance, with the 1,2,4,8 progression.



Most skills run into a diminishing returns at high levels. Once you have a 20, you expect to succeed on most every roll, even with some penalties. The exceptions tend to be combat skills and opposed contest skills. Managing those is usually about managing expectations and varying challenges.



At a certain point, its more attractive to raise attributes than skills.


One caution is that when you are moving from D&D stats to gurps stats, they look equivalent, but they're not. a 12 in gurps is about a 14 in D&D, and a 14 in gurps is about an 18.
__________________
Be helpful, not pedantic

Worlds Beyond Earth -- my blog

Check out the PbP forum! If you don't see a game you'd like, ask me about making one!
ericthered is online now   Reply With Quote
Old 06-01-2021, 02:52 PM   #2
Stormcrow
 
Join Date: Aug 2004
Location: Ronkonkoma, NY
Default Re: Skill Advancement

Quote:
Originally Posted by ericthered View Post
One caution is that when you are moving from D&D stats to gurps stats, they look equivalent, but they're not. a 12 in gurps is about a 14 in D&D, and a 14 in gurps is about an 18.
Yes, pay close attention to the "How to Select Basic Attributes" table on page B14 — it's not just beginner's fluff.

10 is average for a human, and represents most people.
11 or 12: Above average, but not normally noticeable unless you do something that shows them off.
13 or 14: Immediately apparent to anyone who meets you, but you might know a few people like this in your lifetime.
15+: Everyone is amazed at your attribute.
20: Human maximum (except for ST).

GURPS Template Toolkit 1: Characters further defines the upper end:

17-18: Legendary. Historical bests and remarkable fictional and folkloric heroes.
19-20: Mythic. The best of the heroes. Physically possible for real people, but no one's ever really gotten there.
Stormcrow is online now   Reply With Quote
Old 06-01-2021, 03:22 PM   #3
Varyon
 
Join Date: Jun 2013
Default Re: Skill Advancement

Quote:
Originally Posted by ericthered View Post
One caution is that when you are moving from D&D stats to gurps stats, they look equivalent, but they're not. a 12 in gurps is about a 14 in D&D, and a 14 in gurps is about an 18.
It's also important to keep in mind that they track things a bit differently. Strength in DnD covers a mix of GURPS ST (aside from HP) as well as some of GURPS DX and HT (striking in melee combat, as well as a few skills IIRC), Dexterity covers a mix of GURPS DX (aside from striking in melee combat) and some HT (mainly its contribution to Basic Speed), Constitution covers GURPS HT and a touch of ST (HP), Wisdom roughly maps to both GURPS Per and Will (with a bit of IQ in the mix), Intelligence covers some of GURPS IQ (the intellectual bits) but also calls for more non-combat skills and languages, and Charisma covers some parts of GURPS IQ (the social skills) as well as Reaction Modifiers. As ericthered notes, generally speaking every +1 modifier for a DnD stat corresponds to a +1 to the stat itself in GURPS (DnD Str 11 is +0, so roughly GURPS ST 10; DnD Wis 17 is +3, so roughly GURPS Per 13 and Will 13).

Quote:
Originally Posted by Dalin View Post
As others have said, there are diminishing returns. Moreover, it really depends on the feel of the campaign. For example, if you're a bunch of faux-medieval superheroes (i.e., dungeon fantasy characters), then it's fine to have a bow or rapier skill of 25+ so you can do ridiculous things like Legolas or Zoro. (In my current DF campaign, with five PCs in the 400 point range, the highest skill level is currently only 21.)

If the campaign is grittier, then it makes sense to impose a limit, like "No skills over __ without a GM-approved Unusual Background." Since that varies from game to game, and points don't really reflect anything in the "reality" of the game world, it makes sense to leave it to each table to determine.

Kromm has also pointed out in various places that true mastery is reflected as much by the breadth of skills as depth. A legendary swordmaster will have a high weapon skill, but also a slew of other support skills. Depending on the genre, a swordmaster might invest points in acrobatics, armoury, blind fighting, connoisseur, leadership, observation, psychology, tactics, strategy, etc.). This is in addition to the advantages, attributes, and secondary attributes that support the archetype.
Advantages can also be useful here, although those often map a bit more closely to Feats and Class Features/Special Abilities. Charisma, Social Regard, Reputation, Appearance, etc can stand in for DnD Cha, and Weapon Master could stand in for DnD Str/Dex (depending on weapon) and/or Weapon Specialization. Techniques can also be useful to map to Feats (DF even has many Power-Ups, roughly comparable to DnD Feats, that are actually Techniques), although it's rare for getting more than 2 to be worthwhile compared to just buying up skill (but consider this for a Technique-heavy character).
__________________
GURPS Overhaul
Varyon is online now   Reply With Quote
Old 06-02-2021, 04:21 AM   #4
maximara
On Notice
 
maximara's Avatar
 
Join Date: Aug 2004
Location: Sumter, SC
Default Re: Skill Advancement

Quote:
Originally Posted by Varyon View Post
It's also important to keep in mind that they track things a bit differently. Strength in DnD covers a mix of GURPS ST (aside from HP) as well as some of GURPS DX and HT (striking in melee combat, as well as a few skills IIRC), Dexterity covers a mix of GURPS DX (aside from striking in melee combat) and some HT (mainly its contribution to Basic Speed), Constitution covers GURPS HT and a touch of ST (HP), Wisdom roughly maps to both GURPS Per and Will (with a bit of IQ in the mix), Intelligence covers some of GURPS IQ (the intellectual bits) but also calls for more non-combat skills and languages, and Charisma covers some parts of GURPS IQ (the social skills) as well as Reaction Modifiers. As ericthered notes, generally speaking every +1 modifier for a DnD stat corresponds to a +1 to the stat itself in GURPS (DnD Str 11 is +0, so roughly GURPS ST 10; DnD Wis 17 is +3, so roughly GURPS Per 13 and Will 13).
As a long time GM of D&D (going back to AD&D1) and GURPS (1986) I would disagree with much of that especially for the real early versions where a sword did the same amount of damage if you swung or thrust it.

More over since D&D uses a d20 for hinting and many other dice for damage while GURPS uses a d6 a +1 in D&D does not equate to a +1 in GURPS

The D&D to GURPS sheet (which in print form goes a back to late 1980s). Because of the many variations it glosses over the differences and "cuts to the chase" and even then it is long.
__________________
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.
maximara is offline   Reply With Quote
Old 06-02-2021, 07:01 AM   #5
Varyon
 
Join Date: Jun 2013
Default Re: Skill Advancement

Quote:
Originally Posted by Anaraxes View Post
The 3e template values were calculated assuming the stat mods were modifying a stat of 10. Once you bought a 13, then the racial +1 would take it to 14 -- normally a +15 point jump, but in the template, it only cost +10. So you saved 5 points.
The solution here seems pretty straightforward - apply the racial template first, then build your character off of that. You don't buy, say, DX 13 and then apply a +1 from the racial template - you start at DX 11 from the racial template and then buy up from there at normal cost for each level. That said, I think I prefer 4e's constant cost.

Quote:
Originally Posted by maximara View Post
As a long time GM of D&D (going back to AD&D1) and GURPS (1986) I would disagree with much of that especially for the real early versions where a sword did the same amount of damage if you swung or thrust it.

More over since D&D uses a d20 for hinting and many other dice for damage while GURPS uses a d6 a +1 in D&D does not equate to a +1 in GURPS
Let me preface this by noting my experience with D&D is pretty much exclusively 3.5e (and my GURPS experience is exclusively 4e), so I can't speak about other editions. The damage relationships are a bit different, but not terribly so. An average D&D weapon is probably 1d8, where +1 is +22.2% to average damage rather than the +28.6% it is for a d6... but then GURPS weapons typically have bonuses, which makes the +1 from +1 ST (assuming swing; thrust weapons are more like +1 per +2 to ST) have less of an impact. Of course, raw damage value is often more important in GURPS - while it's rare in DnD to encounter a foe who can no-sell a hit (damage reduction is usually fairly low, and most of the time if dealing with "level-appropriate" foes you'll have magic weapons that ignore it), the same is certainly not true of GURPS, at least in settings where armor is common. I'd say it's roughly a wash, maybe with each +1 meaning more in GURPS than D&D, but not markedly so. For success rolls, 3d6 isn't that far off from 1d20 (in fact, there are optional rules for D&D to use 3d6 instead of 1d20) - each +1 to 1d20 is +5%, and each +1 to 3d6 averages out to +6.25%.

Quote:
Originally Posted by maximara View Post
The D&D to GURPS sheet (which in print form goes a back to late 1980s). Because of the many variations it glosses over the differences and "cuts to the chase" and even then it is long.
Yeah, that's a pretty good article from skimming it.
__________________
GURPS Overhaul

Last edited by Varyon; 06-02-2021 at 07:04 AM.
Varyon is online now   Reply With Quote
Old 06-01-2021, 08:42 PM   #6
Boge
 
Boge's Avatar
 
Join Date: Jul 2015
Default Re: Skill Advancement

I was thinking this a while back too. It is odd that you can go from +10 stat just as easily as +4 stat.

3rd edition was pretty extreme. I think a +1 point cost for the next level would probably have worked well. Like an easy skill would be 1 point for stat level, 2 points for +1, 3 points +2, 4 points +3, etc. I also think stat increases should be that way as well. 3rd edition made more sense that way to me.

But, it is what it is. Make a house rule and hope your players are on board, or just stick with the book rules. There will never be a 5th edition Gurps...very sad.
Boge is offline   Reply With Quote
Old 06-02-2021, 07:07 AM   #7
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Skill Advancement

Quote:
Originally Posted by Emerikol View Post
What causes them to go from 8 to 4 for the maximum cost in the skill advancement table? I admit I like the fact they went to just one table. Were people under the old system going for broader character concepts that covered too many categories? Was there any thought to limiting how many different skills a PC could have?
3e had several unsatisfactory features:

There were three different skill progressions: Physical (½, 1, 2, 4, 8. 16, 24, 32 ...), Mental (½, 1, 2, 4. 6. 8. 10, 12 ...) and Mental/Very Hard (½, 1, 2, 4, 8, 12, 16, ...). Having just one makes things simpler.

Most Mental skills seemed too cheap to buy up to high levels.

Buying Physical skills up to high levels was expensive, and buying up attributes in play was double the price you paid at character generation.

Talents hadn't been invented, as such.

The combination of these things created strong incentives to create characters with most of their points in attributes and advantages, and few points in skills. That's a perfectly valid character concept, but other concepts were disadvantaged. The new pricing made a wider variety of concepts cost-effective.
johndallman is offline   Reply With Quote
Old 06-02-2021, 07:13 AM   #8
Icelander
 
Icelander's Avatar
 
Join Date: Mar 2006
Location: Iceland*
Default Re: Skill Advancement

Also, just because something is harder to learn in real life doesn't mean it needs to cost more as a fictional trait.

In a realistic campaign, GMs should absolutely require progressively longer periods of time between increases of skills, especially skills where the PC is at the forefront of world-class in his field and rarely finds anything a challenge any more.

In a campaign where realism is not a concern, Broadsword DX+11 provides no more than 4 points of benefit over Broadsword DX+10, at most.
__________________
Za uspiekh nashevo beznadiozhnovo diela!
Icelander is online now   Reply With Quote
Old 06-20-2021, 06:42 AM   #9
hal
 
Join Date: Aug 2004
Default Re: Skill Advancement

Quote:
Originally Posted by johndallman View Post
3e had several unsatisfactory features:


Buying Physical skills up to high levels was expensive, and buying up attributes in play was double the price you paid at character generation.
This is one thing that I will bring back to my 4e games to be blunt. The idea that just buying up stats after start of play ignores the fact that by a given point in time, the body is largely done improving, and the IQ of an individual rarely changes THAT much.

Sadly, GURPS now encourages Min/Max building, and worse yet, has encouraged Point cost inflation. Now it is not uncommon to build characters on 400 to 500 points - whereas, some have stuck to keeping the starting costs around 150 to 200. My cyberpunk campaigns are usually limited to around 225 character points. Why 225? 150 x 1.5 to match the idea that GURPS 4e's characters are now built upon 150 points instead of 100. Keeping starting points low makes players think HARD about what they want to have.

In all? We each do with GURPS what we want and life is good regardless of how you do it. This is why I tease people from time to time saying that I play GURPS 3.5 (at least within our group). GURPS 3e rules mixed in for some things, GURPS 4e for the rest.
hal is offline   Reply With Quote
Old 06-20-2021, 08:41 AM   #10
Emerikol
 
Join Date: May 2021
Location: Eastern Kentucky
Default Re: Skill Advancement

Shane,
I think something along these lines is worth studying. I would absolutely limit attribute increases whether I changed skills or not. I’ve be considering an attribute rule that was no more additions than your starting purchase on an attribute. So a 12 can go to 14 or a 13 can go to 16.
Emerikol is offline   Reply With Quote
Reply

Tags
attributes, skills


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:46 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.