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Leif's DISCONTINUED GURPS Traveller Game OOC01
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<blockquote data-quote="Shayuri" data-source="post: 5315412" data-attributes="member: 4936"><p>Hahaha...no wonder you were so despondent! Half point level!</p><p></p><p>Glad things worked out.</p><p></p><p>I'll have to redo Zoe's sheet though, since psionics are totally different in 4e. Part of a unified power system, rather than following their own rules.</p><p></p><p>Shouldn't take long.</p><p></p><p>Leif, the GURPS "build order" is pretty easy.</p><p></p><p>1) Buy your attributes up to (ideally) 1 point lower than what you want your attribute-dependent skill levels to be. So if you want a lot of IQ based skills at 15, buy an IQ of 14. Most skills in GURPS are DX or IQ based. That is why those two stats are more expensive. Note too that for unmodified rolls, a skill of 14 is the 'sweet spot.' Higher skill levels just suck up penalties for the most part.</p><p></p><p>2) Buy your primary skills up to 14 minimum. Secondary skills can be at 12. Ancillary directive - Don't buy EVERY skill you think is neat! Remember that even untrained skills will usually default from trained ones at a decent level. Only buy skills your character has invested significant time and/or talent into developing.</p><p></p><p>3) There are basically two kinds of advantages; skill-boosting and special powers. Skill-boosters give you situational bonuses to certain skills, or allow you to use existing skills in new ways. Special powers give you abilities that you would otherwise not have in any degree (ie - aren't based on skills or existing uses for attributes). Go easy on advantages, they can get expensive.</p><p></p><p>Always go back and check the character out from the start before you decide you're done. Changes you make in steps 2 and 3 might change your mind about what attributes you want to focus on, and to what extent.</p></blockquote><p></p>
[QUOTE="Shayuri, post: 5315412, member: 4936"] Hahaha...no wonder you were so despondent! Half point level! Glad things worked out. I'll have to redo Zoe's sheet though, since psionics are totally different in 4e. Part of a unified power system, rather than following their own rules. Shouldn't take long. Leif, the GURPS "build order" is pretty easy. 1) Buy your attributes up to (ideally) 1 point lower than what you want your attribute-dependent skill levels to be. So if you want a lot of IQ based skills at 15, buy an IQ of 14. Most skills in GURPS are DX or IQ based. That is why those two stats are more expensive. Note too that for unmodified rolls, a skill of 14 is the 'sweet spot.' Higher skill levels just suck up penalties for the most part. 2) Buy your primary skills up to 14 minimum. Secondary skills can be at 12. Ancillary directive - Don't buy EVERY skill you think is neat! Remember that even untrained skills will usually default from trained ones at a decent level. Only buy skills your character has invested significant time and/or talent into developing. 3) There are basically two kinds of advantages; skill-boosting and special powers. Skill-boosters give you situational bonuses to certain skills, or allow you to use existing skills in new ways. Special powers give you abilities that you would otherwise not have in any degree (ie - aren't based on skills or existing uses for attributes). Go easy on advantages, they can get expensive. Always go back and check the character out from the start before you decide you're done. Changes you make in steps 2 and 3 might change your mind about what attributes you want to focus on, and to what extent. [/QUOTE]
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