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<blockquote data-quote="Staffan" data-source="post: 9145543" data-attributes="member: 907"><p>My preference is for something like the Troubleshooters, with a fairly compact skill list (I think Troubleshooters clocks in at about 30, and that includes things like Strength and Agility that would be attributes in other games) and with Abilities (sort of like feats) that can provide nuance in specific situations. That's also nice because it makes complexity be a thing players buy into rather than something forced. You don't <strong>need</strong> the Lock-picker ability to pick a lock, it just makes it easier than just having the Prestidigitation skill.</p><p></p><p>It's also more visible in GURPS because almost all skills are based off DX or IQ (or something that works off them, like Will or Perception). As a counterexample, Star Wars: Edge of the Empire has 33 skills, spread between Brawn (4), Agility (7), Intellect (10), Cunning (5), Willpower (3), and Presence (4). The equivalent of DX and IQ still carry a lot of weight, but nowhere near to the degree they do in GURPS.</p><p></p><p></p><p>You still need to make a whole bunch of rolls for every grenade though:</p><ol> <li data-xf-list-type="ol">Hitting the target area in the first place (and potentially work out scatter).</li> <li data-xf-list-type="ol">Roll damage for each potential victim individually.</li> <li data-xf-list-type="ol">Roll a shrapnel attack for each potential victim, which may produce several individual damage rolls.</li> </ol><p>And that's not even going into the rules for figuring out how far you can throw a grenade in the first place...</p><p></p><p>There are some nuances but other than crippling limbs there isn't much in the way of effects that remain longer than a second or two other than the damage number. That's not really a problem, but feels odd given how detailed the game is in many other areas.</p><p></p><p>Given that I've seen GURPS develop from 2nd through 3rd and 4th edition, I think it's fair to say that GURPS is one of the worst examples of detail creep I've seen. The 2nd edition rules, while certainly not perfect, made for quite a neat system. Then you had dozens of sourcebooks, each written by fairly knowledgeable people going into detail on various topics, and then <em>a lot of that detail got folded into the main game</em>. And the result is a bit of a mess, with some skills working in weird ways because someone with specific knowledge made a fix that only applied to that particular thing. For example, high-TL physicians work as if they are at TL6 even if their surroundings are lower than that, because "they depend heavily on equipment but still receive good basic training." That's nice, but why is that a specific thing for physicians? Do engineers and mechanics not get taught basics?</p></blockquote><p></p>
[QUOTE="Staffan, post: 9145543, member: 907"] My preference is for something like the Troubleshooters, with a fairly compact skill list (I think Troubleshooters clocks in at about 30, and that includes things like Strength and Agility that would be attributes in other games) and with Abilities (sort of like feats) that can provide nuance in specific situations. That's also nice because it makes complexity be a thing players buy into rather than something forced. You don't [B]need[/B] the Lock-picker ability to pick a lock, it just makes it easier than just having the Prestidigitation skill. It's also more visible in GURPS because almost all skills are based off DX or IQ (or something that works off them, like Will or Perception). As a counterexample, Star Wars: Edge of the Empire has 33 skills, spread between Brawn (4), Agility (7), Intellect (10), Cunning (5), Willpower (3), and Presence (4). The equivalent of DX and IQ still carry a lot of weight, but nowhere near to the degree they do in GURPS. You still need to make a whole bunch of rolls for every grenade though: [LIST=1] [*]Hitting the target area in the first place (and potentially work out scatter). [*]Roll damage for each potential victim individually. [*]Roll a shrapnel attack for each potential victim, which may produce several individual damage rolls. [/LIST] And that's not even going into the rules for figuring out how far you can throw a grenade in the first place... There are some nuances but other than crippling limbs there isn't much in the way of effects that remain longer than a second or two other than the damage number. That's not really a problem, but feels odd given how detailed the game is in many other areas. Given that I've seen GURPS develop from 2nd through 3rd and 4th edition, I think it's fair to say that GURPS is one of the worst examples of detail creep I've seen. The 2nd edition rules, while certainly not perfect, made for quite a neat system. Then you had dozens of sourcebooks, each written by fairly knowledgeable people going into detail on various topics, and then [I]a lot of that detail got folded into the main game[/I]. And the result is a bit of a mess, with some skills working in weird ways because someone with specific knowledge made a fix that only applied to that particular thing. For example, high-TL physicians work as if they are at TL6 even if their surroundings are lower than that, because "they depend heavily on equipment but still receive good basic training." That's nice, but why is that a specific thing for physicians? Do engineers and mechanics not get taught basics? [/QUOTE]
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