GURPS Fantasy / Dungeon Fantasy (and beyond)

Guns requiring specializations is in the 3e Basic rules; it tells you Guns defaults to "DX-4 or (other Guns skill)-4". And the skill list also says "Guns/TL (type)".
 

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Guns requiring specializations is in the 3e Basic rules; it tells you Guns defaults to "DX-4 or (other Guns skill)-4". And the skill list also says "Guns/TL (type)".

All I can say is I saw a number of people using GURPS back in the day, and apparently none of them noticed that. I wonder if it ever showed up on example characters anywhere (which would have set off alarm bells)?
 

All I can say is I saw a number of people using GURPS back in the day, and apparently none of them noticed that. I wonder if it ever showed up on example characters anywhere (which would have set off alarm bells)?
IIRC, the sample characters in Basic 3e were all fantasy characters, so likely not. Maybe for Fast-Draw or Survival? Most other skills requiring specializations are higher tech.

We made extensive use of the separate skill list, where which skills requiring specialization was more explicit.

Also, I bought GURPS first for a grittier superhero game, and then for Special Ops. All the templates sample characters in the latter made it clear about Guns requiring specializations.

(That start probably also made us permanently unwilling to play 100 pt characters. 😆)

[Edit: Templates were later, dur]
 

IIRC, the sample characters in Basic 3e were all fantasy characters, so likely not. Maybe for Fast-Draw or Survival? Most other skills requiring specializations are higher tech.

We made extensive use of the separate skill list, where which skills requiring specialization was more explicit.

Also, I bought GURPS first for a grittier superhero game, and then for Special Ops. All the templates sample characters in the latter made it clear about Guns requiring specializations.

(That start probably also made us permanently unwilling to play 100 pt characters. 😆)

[Edit: Templates were later, dur]

Well, then I'd say my understanding at the time was just wrong (or I'm misremembering how it went).

But yeah, the excess skill-splitting in some areas never did the system any favors when you were trying to fit a concept into a budget. Like most build systems, there's always at least the problem of "Conceptually and for intended use, the character should have Skill X, but by the time you've got that you should really also have Skills Y, Z and W at not-too dissimilar levels, and I'll probably never use those." GURPS at least had skill defaulting here, but since it tended to be based on "how related are these skills" rather than "are you likely to learn this skill without learning these other three" it only got you so far.
 

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