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#91 |
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Join Date: Aug 2014
Location: Snoopy's basement
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I'll second the remarks about computers and electronics.
Electronics Operation seems sort of appropriately divided, tbut the divisions don't hold up well for Electronics Repair. Is it really that different to repair security vs. surveillance vs. communications gear? |
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#92 |
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Join Date: Aug 2010
Location: The Land of Enchantment
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Or any soldier, if your GM doesn't understand Soldier skill and tries to give all of them Savoir-Faire (Military), Armoury (Small Arms), Hiking, Gesture, Camouflage, Electronics Operations (Commo), Heraldry, Hazardous Materials, Engineer (Combat), NBC Suit, Tactics, Scrounging, Forward Observer, Survival (whatever), Explosives, etc., etc., etc.
This results in ridiculously high point totals for anyone who has ever been in the military. So just give them some Soldier skill and move on.
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 11-27-2024 at 04:59 PM. |
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#93 | |
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Join Date: Aug 2004
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#94 |
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Join Date: Dec 2005
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I would like to see the skill system be cleaned up a bit and reorganized.
Maybe every skill is in a nested hierarchy from "broad professional competence" to "specific training" with costs based on that. So you can both grab "hey my guy knows a little first aid" for cheap and "I'm a doctor" - and the "Doctor" skill for not so cheap, and "Doctor", like "Soldier" basically covers the character concept in a one-stop shop, but you still have the ability to go more precise and granular as well. Then Wildcards kills can be the optional cinematic "no, even broader than that!" super-skill level. It's kind of tedious to have to go shopping around for every conceivable skill component of a character concept, sometimes. |
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#95 | |
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Join Date: Jun 2013
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Doing that for every skill would certainly be a daunting task, however!
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GURPS Overhaul |
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#96 |
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Join Date: Dec 2005
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Could also help organizing/streamlining how defaults are handled, which is also a lot more tedious than it probably needs to be. You just always default up/down as needed on the relevant skill tree.
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#97 |
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Join Date: Aug 2014
Location: Snoopy's basement
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I see the merit in these last few suggestions, but I don't think specialization is the answer for the portmanteau skills (Hobby, Professional and Expert). They basically work in the opposite direction -- superficial generalization rather than narrow specialization.
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#98 | |
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Join Date: Dec 2005
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#99 | ||
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Join Date: Apr 2005
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The simple thing to do is incorporate the lulls in combat rules from Martial Arts and extend them to melees. In real life, however, most unarmed or melee fights involving more than one person per side are over very quickly, as is any close range gun battle. There will be a build up to the fight where everyone is doing Evaluate maneuvers and psyching themselves up, followed by a quick rush to combat in melee or unarmed combat. Quote:
There are multiple solutions to this problem, but I'll reserve them for the spin-off thread. |
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#100 |
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Join Date: Aug 2004
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Based on the level of revision that was involved going from GURPS 2nd to 3rd, almost every rules change that has been suggested in this thread has actually been a call for a 5th edition.
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Steven E. Ehrbar GURPS Technomancer resources. Including The Renegade Mage's Unofficial GURPS Magic Spell Errata, last updated July 7th, 2023. |
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