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GURPS 4th Edition Revised Announced
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9791545" data-attributes="member: 710"><p>That's definitively a concern of mine, because I actually experienced that already in other games. </p><p>It can improve with experience with the game, but you don't start with experience and maybe your GM doesn't either. </p><p>I think my first experience with this was Shadowun 3 (which has probably a quite condensed skill list compared to GURPS). Made worse because I also didn't really realize the kind of values in skills you'd need to be effective. </p><p></p><p>It makes me wonder if you could make a 2 or 3 layer skill system. The first layer is broad skills - like firearms, engineering or medicine, while the 2nd layer is more specific like <em>Sniper Rifles,</em> <em>Pistols, Lockpicking, Automotive Engineering</em>, <em>First Aid </em>and <em>Internal Medicine</em> and the 3rd layer is even more specific, like <em>Barret M1A2</em> and<em> Desert Eagle</em>, <em>BMW Engines, Cardiology and Human Gynecoly</em></p><p>And then there are some more dials, like handing out free ranks for certain layers of certain skills, or adjusting how high or low skills get.</p><p>"Okay, this is a high-octane action campaign, everyone has basic fighting competency, so PCs treat the 3rd layer combat skills as maximum, you shouldn't need to worry about specific weapons."</p><p>"For the House MD campaign, the 3rd Layer Firearms and Melee Combat skills don't exist, the max rank for 1st Layer Firearms and Melee Combat is capped at 2 instead of 5, Medicine is at 5 for all of you, and the max rank of 3rd Layer medical skills is at 8 instead of 5 so you can become true specialist in your expertise and have a chance to find out even the more obscure stuff."</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9791545, member: 710"] That's definitively a concern of mine, because I actually experienced that already in other games. It can improve with experience with the game, but you don't start with experience and maybe your GM doesn't either. I think my first experience with this was Shadowun 3 (which has probably a quite condensed skill list compared to GURPS). Made worse because I also didn't really realize the kind of values in skills you'd need to be effective. It makes me wonder if you could make a 2 or 3 layer skill system. The first layer is broad skills - like firearms, engineering or medicine, while the 2nd layer is more specific like [I]Sniper Rifles,[/I] [I]Pistols, Lockpicking, Automotive Engineering[/I], [I]First Aid [/I]and [I]Internal Medicine[/I] and the 3rd layer is even more specific, like [I]Barret M1A2[/I] and[I] Desert Eagle[/I], [I]BMW Engines, Cardiology and Human Gynecoly[/I] And then there are some more dials, like handing out free ranks for certain layers of certain skills, or adjusting how high or low skills get. "Okay, this is a high-octane action campaign, everyone has basic fighting competency, so PCs treat the 3rd layer combat skills as maximum, you shouldn't need to worry about specific weapons." "For the House MD campaign, the 3rd Layer Firearms and Melee Combat skills don't exist, the max rank for 1st Layer Firearms and Melee Combat is capped at 2 instead of 5, Medicine is at 5 for all of you, and the max rank of 3rd Layer medical skills is at 8 instead of 5 so you can become true specialist in your expertise and have a chance to find out even the more obscure stuff." [/QUOTE]
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