Oh, they aren't. But what an "adventurer" needs varies by genre, setting and tech level. If you're playing a fantasy air force game where the characters ride (or are) giant flying creatures, then Dropping skill is important for dropping rocks, barrels of boiling oil, and the like on-target. That's about its only use.60+ skills does seem rather excessive, and it makes me think a good number of them won't be all that useful for "adventurers."
It’s out. GURPS Skill Trees. It’s a good book about reconfiguring the skill system through a skill tree approach. It there’s also some Information about reducing the number of skills without resorting to the Bang! Skills solution.IIRC Dr Kromm (GURPS line editor) is currently working on a supplement with guidance on how to re-jink the GURPS skills system so there are a smaller number in use. There is a whole series of supplements (Power Ups series) on making more or less extensive changes to the system.
You're preaching to the choir here. Even my players understood the number of skills in GURPS is simply the natural result of having a universal set of rules designed to cover, well, everything. It's still a bit overwhelming for those new to GURPS and I see similar problems in other games with much fewer rules. When I ran my first Trail of Cthulhu campaign, one of the players was shocked that Architecture was such a frequently used skill. In ToC, Architecture is used to figure out where hidden rooms are and other oddities of a building. Very useful in a Cthulhu type game.Oh, they aren't. But what an "adventurer" needs varies by genre, setting and tech level. If you're playing a fantasy air force game where the characters ride (or are) giant flying creatures, then Dropping skill is important for dropping rocks, barrels of boiling oil, and the like on-target. That's about its only use.
There are specific decisions in the development of GURPS that contributed beyond simply being a universal system.You're preaching to the choir here. Even my players understood the number of skills in GURPS is simply the natural result of having a universal set of rules designed to cover, well, everything.
Okay, I like that. One of my own complaints about the game was that there were huge long lists of real world skills, but many of them do feel like they are there simply as 'to represent a lifelong user of this skill, put more points here than someone who represents a novice' with little actual use-mechanisms for the skills. More of this (well communicated, so that people actually take them) would make the non-adventuring professional skills much more useful to the game.It's still a bit overwhelming for those new to GURPS and I see similar problems in other games with much fewer rules. When I ran my first Trail of Cthulhu campaign, one of the players was shocked that Architecture was such a frequently used skill. In ToC, Architecture is used to figure out where hidden rooms are and other oddities of a building. Very useful in a Cthulhu type game.
Coming back to this, it was Power ups 11 I was remembering discussion of. Kromm mentioned it again in the latest GURPS News.It’s out. GURPS Skill Trees.
a decade ago or more, when i last ran a GURPS game, I boiled most if not all of the skills down to BANG! skills to help the players.More realistically (for us), GURPS is generally just a complex system well past the time in our lives when we have the free time to commit to it.
Nice. I’ll be looking forward to that release. There’s a couple upcoming GURPS releases there I’ll be snagging.Coming back to this, it was Power ups 11 I was remembering discussion of. Kromm mentioned it again in the latest GURPS News.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.