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Siloing: Good or Bad?
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<blockquote data-quote="Dausuul" data-source="post: 5038605" data-attributes="member: 58197"><p>I would say that it depends on the level of diminishing returns which the point-based system imposes. GURPS has very steep diminishing returns, which pushes players toward generalization over specialization - for the price of a small improvement in your specialty, you can get some quite dramatic improvements in other areas.</p><p></p><p>On the other hand, games where diminishing returns kick in later or don't bite down as hard often see heavily specialized PCs.</p><p></p><p>Of course, the GURPS approach has some other consequences - in particular, it pushes PCs toward gaining breadth over depth as they advance. When you get your handful of character points at the end of an adventure, it's always much more appealing to pick up a new skill where you can see sharp, immediate gains, rather than to hold your points until you've accumulated enough to make an incremental improvement in your area of expertise.</p><p></p><p>As a result, in my experience at least, a GURPS character at the end of a long campaign is seldom much better at his/her specialty than at the start, but has greatly diversified his/her skill base. Whether you consider that a good thing or a bad thing is up to you - I rather like it, myself. It makes for a near-flat power curve and creates an E6-ish flavor. But other people might feel differently.</p><p></p><p></p><p></p><p>Can't speak to HERO, but I'm not actually sure GURPS is substantially worse than 4E; if GURPS had something like the Character Builder (maybe it does, I haven't played in a long time), I'll bet chargen would be a snap.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5038605, member: 58197"] I would say that it depends on the level of diminishing returns which the point-based system imposes. GURPS has very steep diminishing returns, which pushes players toward generalization over specialization - for the price of a small improvement in your specialty, you can get some quite dramatic improvements in other areas. On the other hand, games where diminishing returns kick in later or don't bite down as hard often see heavily specialized PCs. Of course, the GURPS approach has some other consequences - in particular, it pushes PCs toward gaining breadth over depth as they advance. When you get your handful of character points at the end of an adventure, it's always much more appealing to pick up a new skill where you can see sharp, immediate gains, rather than to hold your points until you've accumulated enough to make an incremental improvement in your area of expertise. As a result, in my experience at least, a GURPS character at the end of a long campaign is seldom much better at his/her specialty than at the start, but has greatly diversified his/her skill base. Whether you consider that a good thing or a bad thing is up to you - I rather like it, myself. It makes for a near-flat power curve and creates an E6-ish flavor. But other people might feel differently. Can't speak to HERO, but I'm not actually sure GURPS is substantially worse than 4E; if GURPS had something like the Character Builder (maybe it does, I haven't played in a long time), I'll bet chargen would be a snap. [/QUOTE]
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