|
|
|
|
|
#1 |
|
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
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! |
|
|
|
|
|
#2 | |
|
Join Date: Aug 2004
Location: Ronkonkoma, NY
|
Quote:
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. |
|
|
|
|
|
|
#3 | ||
|
Join Date: Jun 2013
|
Quote:
Quote:
__________________
GURPS Overhaul |
||
|
|
|
|
|
#4 | |
|
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Quote:
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. |
|
|
|
|
|
|
#5 | |||
|
Join Date: Jun 2013
|
Quote:
Quote:
Quote:
__________________
GURPS Overhaul Last edited by Varyon; 06-02-2021 at 07:04 AM. |
|||
|
|
|
|
|
#6 |
|
Join Date: Jul 2015
|
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. |
|
|
|
|
|
#7 | |
|
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Quote:
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.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
|
|
|
|
|
|
#8 |
|
Join Date: Mar 2006
Location: Iceland*
|
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! |
|
|
|
|
|
#9 | |
|
Join Date: Aug 2004
|
Quote:
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. |
|
|
|
|
|
|
#10 |
|
Join Date: May 2021
Location: Eastern Kentucky
|
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. |
|
|
|
![]() |
| Tags |
| attributes, skills |
|
|