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Grade the GURPS System
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<blockquote data-quote="Thomas Shey" data-source="post: 9145778" data-attributes="member: 7026617"><p>Its absolutely a viable approach--but it always comes down to whether you want characters to <em>not</em> be able to do some things. The farther you swing away from cinematic assumptions, the more that matters. To use my prior example, most modern Americans can drive an automobile--but a much smaller group can drive a motorcycle, so if your system lets you do both with one skill, that's a particular statement about the effect you're trying for.</p><p></p><p>Mind you, most people probably don't care, and you can always decide to split it a bit wider without going to the GURPS level, so I'm just noting that there's a process that can lead you to the GURPS thing if you don't keep it in hand.</p><p></p><p></p><p></p><p>DEX and INT or their equivalents tend to be the poster children in this sort of thing; even when other attributes are base of some skills, those two tend to carry a lot of the most important ones. Past that, some of it was just that, well, there were only four attributes and the other two just weren't going to be the base for many skills.</p><p></p><p></p><p></p><p>Yeah, but honestly, I'm a one time BRP guy; a typical attacks could require up to four rolls (attack, defense, hit location and damage) so a few rolls doesn't concern me if you know how to do them and can move along. GURPS at least had the same feature that BRP did that damage was often eventful so it wasn't a case that you did a bunch of rolls and it only had minimal effect.</p><p></p><p>That said, not sure the separate damage rolls served any necessary purpose; the two game systems I mentioned previously paid some attention to this sort of thing without fiddling with that.</p><p></p><p></p><p></p><p>Yeah, if you're going to take a plug-in approach (which a lot of the add-on books were, effectively, even though not called that), for the most part, leave the plug-ins there. There might be a few things over time that you decide were generally useful enough to drag in, but you need to be pretty selective about it.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9145778, member: 7026617"] Its absolutely a viable approach--but it always comes down to whether you want characters to [I]not[/I] be able to do some things. The farther you swing away from cinematic assumptions, the more that matters. To use my prior example, most modern Americans can drive an automobile--but a much smaller group can drive a motorcycle, so if your system lets you do both with one skill, that's a particular statement about the effect you're trying for. Mind you, most people probably don't care, and you can always decide to split it a bit wider without going to the GURPS level, so I'm just noting that there's a process that can lead you to the GURPS thing if you don't keep it in hand. DEX and INT or their equivalents tend to be the poster children in this sort of thing; even when other attributes are base of some skills, those two tend to carry a lot of the most important ones. Past that, some of it was just that, well, there were only four attributes and the other two just weren't going to be the base for many skills. Yeah, but honestly, I'm a one time BRP guy; a typical attacks could require up to four rolls (attack, defense, hit location and damage) so a few rolls doesn't concern me if you know how to do them and can move along. GURPS at least had the same feature that BRP did that damage was often eventful so it wasn't a case that you did a bunch of rolls and it only had minimal effect. That said, not sure the separate damage rolls served any necessary purpose; the two game systems I mentioned previously paid some attention to this sort of thing without fiddling with that. Yeah, if you're going to take a plug-in approach (which a lot of the add-on books were, effectively, even though not called that), for the most part, leave the plug-ins there. There might be a few things over time that you decide were generally useful enough to drag in, but you need to be pretty selective about it. [/QUOTE]
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