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Can somebody Explain Gurps?
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<blockquote data-quote="Acid_crash" data-source="post: 1924800" data-attributes="member: 16278"><p>I think you could come up with a skill rank system for Gurps, just get rid of all the Attribute options for the harder skills that would start the skill off at a lesser value than the Attribute, like a Very Hard skill at Attribute -3 costing 1 point, as an example.</p><p></p><p>Here's an option:</p><p></p><p>Begin all skills at base Attribute for the first rank, so rank 1 gives you Attribute +0. The reason is that the system uses the Default system if you don't have any 'ranks' in it at all, the skill can still be attempted but at a penalty.</p><p></p><p>An example: Swimming is a HT/Easy skill. With no points in Swimming, it Defaults to HT-4. If your HT is 12, with no points in Swimming, then to make your check it requires a roll of 8- on 3d6. Not good. </p><p></p><p>The Categories of Easy, Average, Hard, and Very Hard need to be kept.</p><p></p><p>Skill ranks in Gurps skills, if I did this, would begin at Rank 0 and go up from there. If you have rank 0 in a skill, then it is Attribute+0, and it shows a marginal amount of training in the skill. This avoids having to default, as shown above in the Swimming example.</p><p></p><p>Skill ranks in Gurps skills would start at 0 and go up 1 per level attained. Costs would be the same as in the Gurps book, but now we are just dealing with the baseline score of any skill beginning at 0 (or Attribute +0 for marginal training) and above, ignoring anything below. This could also get you away from the whole Relative score and more into the "I have 2 ranks in Forgery (IQ/Hard) and to get 2 ranks in Forgery it would cost a total of 12 character points (for IQ+2)." For Forgery at Rank 0 (or IQ+0, it would cost 4 character points). </p><p></p><p>I think people should also understand that, to increase skills, you only have to pay the difference to get the next skill rank. For Hard skills, Rank 0 costs 4 points, Rank 1 costs 8 (or +4), Rank 2 costs 12 (or another +4), etc... and you just add the rank to the Attribute. </p><p></p><p>Doing it this way, you can go from Rank 0 during character creation, play for a while, spend a few points to get Rank 1, and so on... The total costs are if you want to spend all those points up front to have a skill at Skill Rank 2 instead of 0, which people can do as well.</p><p></p><p>Hell, I just might do this with my own games and see how it goes. </p><p></p><p>How is this idea for using Gurps skills?</p></blockquote><p></p>
[QUOTE="Acid_crash, post: 1924800, member: 16278"] I think you could come up with a skill rank system for Gurps, just get rid of all the Attribute options for the harder skills that would start the skill off at a lesser value than the Attribute, like a Very Hard skill at Attribute -3 costing 1 point, as an example. Here's an option: Begin all skills at base Attribute for the first rank, so rank 1 gives you Attribute +0. The reason is that the system uses the Default system if you don't have any 'ranks' in it at all, the skill can still be attempted but at a penalty. An example: Swimming is a HT/Easy skill. With no points in Swimming, it Defaults to HT-4. If your HT is 12, with no points in Swimming, then to make your check it requires a roll of 8- on 3d6. Not good. The Categories of Easy, Average, Hard, and Very Hard need to be kept. Skill ranks in Gurps skills, if I did this, would begin at Rank 0 and go up from there. If you have rank 0 in a skill, then it is Attribute+0, and it shows a marginal amount of training in the skill. This avoids having to default, as shown above in the Swimming example. Skill ranks in Gurps skills would start at 0 and go up 1 per level attained. Costs would be the same as in the Gurps book, but now we are just dealing with the baseline score of any skill beginning at 0 (or Attribute +0 for marginal training) and above, ignoring anything below. This could also get you away from the whole Relative score and more into the "I have 2 ranks in Forgery (IQ/Hard) and to get 2 ranks in Forgery it would cost a total of 12 character points (for IQ+2)." For Forgery at Rank 0 (or IQ+0, it would cost 4 character points). I think people should also understand that, to increase skills, you only have to pay the difference to get the next skill rank. For Hard skills, Rank 0 costs 4 points, Rank 1 costs 8 (or +4), Rank 2 costs 12 (or another +4), etc... and you just add the rank to the Attribute. Doing it this way, you can go from Rank 0 during character creation, play for a while, spend a few points to get Rank 1, and so on... The total costs are if you want to spend all those points up front to have a skill at Skill Rank 2 instead of 0, which people can do as well. Hell, I just might do this with my own games and see how it goes. How is this idea for using Gurps skills? [/QUOTE]
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