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It's been so long since the last GURPS edition, that the present day is now in the "future" tech level
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<blockquote data-quote="Thomas Shey" data-source="post: 9546528" data-attributes="member: 7026617"><p>it depends to some extent on what part of "reality" you care about. Are nine gun skills needed? Maybe not, but one doesn't cut it if you're trying to represent the real distinctions in people (in my shooting days I was approaching an expert with handguns, competent with shotguns, and you probably didn't want me using a rifle; I also would have made a terrible mess with anything with any sort of fully automatic capability). "Need" is another question. Games with high orders of lumping (say, Savage Worlds) function perfectly well. They aren't particularly <em>realistic</em> however (this shows even more strongly with vehicle skills). The question turns on whether realism in that particular fashion is worth the overhead.</p><p></p><p>(This ignores the question of whether all the splitting/defaulting in GURPS is the proper way to represent the relationship of the different skills involved, which is going to vary widely depending on the degree of knowledge one has about the subject as hand).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9546528, member: 7026617"] it depends to some extent on what part of "reality" you care about. Are nine gun skills needed? Maybe not, but one doesn't cut it if you're trying to represent the real distinctions in people (in my shooting days I was approaching an expert with handguns, competent with shotguns, and you probably didn't want me using a rifle; I also would have made a terrible mess with anything with any sort of fully automatic capability). "Need" is another question. Games with high orders of lumping (say, Savage Worlds) function perfectly well. They aren't particularly [I]realistic[/I] however (this shows even more strongly with vehicle skills). The question turns on whether realism in that particular fashion is worth the overhead. (This ignores the question of whether all the splitting/defaulting in GURPS is the proper way to represent the relationship of the different skills involved, which is going to vary widely depending on the degree of knowledge one has about the subject as hand). [/QUOTE]
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It's been so long since the last GURPS edition, that the present day is now in the "future" tech level
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