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It's not as much fun as it sounds in your head. It's actually pretty terrible. Have fun making everyone hate your loving guts, I guess.
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# ? Nov 4, 2012 07:50 |
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# ? Apr 20, 2024 02:14 |
Honestly, that kind of thing depends on how good of a player you are and whether your group is okay with it. It can be done well, but if you're going to use that as an excuse to fishmalk it up, get hosed with a baseball bat. Has anyone ever run a Dungeon Fantasy game with bits and pieces of High Tech and Ultra Tech stuff sprinkled around? Like, a camp of goblins where most of them have axes, short swords, etc but the leader has an M16, or a dragon's cave where hidden in its stash is a giant robot that hasn't been piloted or repaired in what looks like centuries. I've been playing around with the idea for a while and honestly it sounds like it could create a really interesting power dynamic. SALT CURES HAM fucked around with this message at 21:34 on Nov 4, 2012 |
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# ? Nov 4, 2012 21:29 |
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High tech stuff is going to be really loving expensive and hard to work with. In order to use that stuff you'll need some kind of computer use training or something. It's not impossible to deal with though, you could have "ancient histories" be a field of study that lets you do that stuff.
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# ? Nov 5, 2012 00:25 |
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Biggest problem that, unless its some sort of mash up between magic/technology, the penalties for operating at higher TLs basically make it completely impossible to operate the machines -- Some don't even have lower level equivalents. If it's all mechanical (A gun), or some sort of magical programming; at least you can instil penalties. It also helps if you have some sort of place that the players can offload/speak to about the 'strange artifacts' that they find.
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# ? Nov 5, 2012 10:06 |
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If the setting has access to, but not the capability to independently produce higher TL equipment, it can be described as TLX/Y, where X is the society's personal tech level and Y the level of the borrowed tech. For example, your Dungeon Fantasy campaign would probably be somewhere between TL3/7 - TL3/12. (See Basic Set, p. 513)
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# ? Nov 5, 2012 14:11 |
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Elendil004 posted:I am making a character for a special forces/tier 1/etc game. I really kind of want to take On the Edge, Overconfidence, and Impulsiveness just to see that trainwreck in action. You should know better. e- why not take Bad Temper, Berserk, and Bloodlust while you're at it
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# ? Nov 5, 2012 14:25 |
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Pehaps I should tell you the story of Joćo. He was a reckless bastard. Did I mention he had Bad Temper? (I think this was negotiated down from On the Edge in IRC, if I recall correctly.) TL;DR posted:
I liked Joćo; I liked his backstory: DocBubonic's Old ISWAT Game posted:Joaõ Llanganabal But I was not quite... experienced. quote:Joćo quote:Joćo quote:Joćo Note that Move & Attack caps you at an effective skill of 9! quote:Adam, Joao, and Jinn hit, but their bullets don't seem to harm the creature much. In fact its hard to tell if the creature is injured at all. Ran has his grenade prepared. Hans and Clark are back in action. Joe's power works, but the creature seems unaffected. quote:Joćo DocBubonic posted:Evanston quote:Joćo Wait, this is looking up! DocBubonic posted:Max unleashes a fiery ball of super heated blazing death. It hits the creature and engulfs the thing. Flames spread all over the great monstrous being. It quivers in a way that none of the group have seen it quiver. The great behemoth does not die however. Well, then... quote:Joćo DocBubonic posted:Joao spits on the creature and then bites the tendril holding him. He finds the tentacle is extremely solid. His teeth don't even break the outer surface of the thing. Then the thing reacts. It draws its tentacle into itself along with Joao. Joao begins to feel the excruciating pain as the hideous thing begins crush Joao. quote:Joćo DocBubonic posted:In the mouth of the monster! Joao fires several rounds at the tentacle holding him, but the tentacle doesn't let him go. At this range he can tell the bullets are hitting the creature, but they are just not hurting the creature enough to be very effective. He hears the crash of the truck, and avoids being harmed by it. The moral of the story: don't charge eldritch abominations.
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# ? Nov 5, 2012 15:28 |
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Would some gurps wizard be able to look at my character and see if I should say drop a point of DX and add 1 to all skills, or visa-versa? http://dangerbearing.com/dnd/Freddie%20Witman.pdf edit: I'll just post it. Ignore the equipment, I was just looking for a way to get gun statlines into a sheet and playing around. Elendil004 fucked around with this message at 15:40 on Nov 5, 2012 |
# ? Nov 5, 2012 15:37 |
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I hate to post another request right after Elendil004, but here I am anyway. I'm thinking of running a Mass Effect GURPS game. What books should I look into buying to prepare for it? I saw Tactical Shooting on the front page of the website, and that seems like it might be a good fit. But what are my sci-fi and aliens options? And do any of the supplements handle space combat similar to Mass Effect?
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# ? Nov 6, 2012 23:41 |
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A few people have given Mass Effect GURPS a whirl and made some homebrew stuff, so maybe they'll jump in and help out.
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# ? Nov 6, 2012 23:42 |
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You're going to want Ultra-Tech and then Spaceships for space battles. Tactical Shooting is for extreme gun spergs who want ultra-realistic combat, I wouldn't use it for a game like ME. Space is really useful, too.
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# ? Nov 6, 2012 23:52 |
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Space is super useful if you want to generate a bunch of realistic star systems like the kind in ME1. You'll also want to look at Powers if you're having trouble with biotics.
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# ? Nov 7, 2012 01:01 |
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Honestly, for Mass Effect I'd probably look at Action and not much else. Ultra-Tech and Space are good for trying for a more realistic approach, but imo the more modern numbers tend to be more balanced and they work well for more pulpy space games where the actual space stuff is mostly handwaved away. Mass Effect is mostly about shooting stuff and doing detective work.
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# ? Nov 7, 2012 01:15 |
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I don't know about my players, but one of the things I liked MOST about Mass Effect was that the space stuff wasn't handwaved away. The element zero stuff was a little handwave-y, I suppose, but space combat and tech was well thought out. I spent hours reading the codex entries.
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# ? Nov 7, 2012 06:29 |
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Yeah, not entirely sure why someone would suggest ignoring Space and Powers in a setting about space and flinging powers around. Anyway, Space and Powers are good suggestions, and while I don't want to sit here and overload you with options I would say taking a look in Action and Gun Fu for some ideas isn't a bad plan. Action's got rules for simplifying shooting which you might look at since there will probably be a lot of that going on! There's also a Pyramid article about adapting Action to Transhuman space that could be cool to check out, not for setting-specific things but for a general feel of "this is how you might apply future stuff to an action-movie style game."
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# ? Nov 7, 2012 13:22 |
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lowercase16 posted:I don't know about my players, but one of the things I liked MOST about Mass Effect was that the space stuff wasn't handwaved away. The element zero stuff was a little handwave-y, I suppose, but space combat and tech was well thought out. I spent hours reading the codex entries. The space stuff wasn't handwaved in the codex, but you could largely change the plot to "freedom fighters on a high tech stealth speedboat travel the islands and solve problems while searching for the secret enemy warship". You see it a lot in Sci Fi, and when you're building a game to play you have to decide whether you emulate the letter of the setting or the spirit of the setting. Ultra-tech largely doesn't interface well with the Mass Effect setting, UT tries to give you significantly different technologies while Mass Effect tries to give you FPS guns + space shields. I'd probably look at UT for the TL9 stuff as food for thought, but I'd probably skin the weapons as being analogous to modern stuff except that there's no ammo and a "heat" parameter that's roughly analogous to ammo except that it automatically refills at a set rate (set such that handguns have to wait a second or two after shooting a magazine, shotguns have to wait a second or two after shooting 4-5 shots, automatic rifles can't sustain automatic fire and sniper rifles have to wait after every shot if they're bolt action or every other shot if they're automatic). Obviously you mimick biotics with Powers and Engineering is going to be based around some TL9 super tool IIRC. EDIT: The major thing to remember when you're going up in TLs with fairly standard weapons like pistols and shotguns and crap is that you're basically just adding dice and range and better FA capabilities to the guns and higher DR and lower weight to the armors. It's also generally less balanced than the modern stuff, and UT was one of the earlier 4e books IIRC and is generally lower on the quality level. NovemberMike fucked around with this message at 17:25 on Nov 7, 2012 |
# ? Nov 7, 2012 17:15 |
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Is there a GCA4 data file for the Tactical Shooting book? I have the book, but putting it all in manually for my character is going to be a pain in the rear end.
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# ? Nov 7, 2012 21:16 |
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Elendil004 posted:Is there a GCA4 data file for the Tactical Shooting book? I have the book, but putting it all in manually for my character is going to be a pain in the rear end. There's nothing on the sjgames forums or any of the GCA repositories, so it looks like you've got a bunch of work to do.
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# ? Nov 8, 2012 01:24 |
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Swagger Dagger posted:There's nothing on the sjgames forums or any of the GCA repositories, so it looks like you've got a bunch of work to do. You think some sperg would have done this already
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# ? Nov 8, 2012 01:55 |
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Elendil004 posted:You think some sperg would have done this already A sperg must rise.
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# ? Nov 8, 2012 05:58 |
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So I'm going to be running a GURPS game set in feudal Japan, and my party is a collection of people who all caused (voluntarily or not) each other's deaths one night in a tea house. Now they're a traveling band of performers who were kept from true death by being transformed into various Yokai. Now my question is which books would be recommended for this kind of game? I thought Low-Tech would help me, but it's a much more general book than I had hoped for and only helps somewhat. Is GURPS Japan good at all?
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# ? Dec 28, 2012 06:23 |
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Yes, get GURPS Japan. The main draw of the book is that it's a decent primer to history, mythology, and culture, and it does a good job of explaining it in ways that could affect a game. The stats are outdated in terms of numbers but for the most part they refer to traits that still exist or are close enough to figure out.
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# ? Dec 28, 2012 13:38 |
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For stats Low Tech is probably all you need, but yeah, GURPS Japan makes for a good setting reference.
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# ? Dec 28, 2012 15:54 |
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I'm running a Fallout GURPS mini-campaign and I've recently implemented the mass combat rules - you can read the details of the campaign so far here http://slangdesign.com/forums/index.php/topic,1617.0.html I'm thinking of getting the City and social engineering PDFs from e23 but I don't want to add too much complexity to the game. Does anyone have any experience with those supplements? How useful would they be for a 4X style RPG? None of the players are super familiar with GURPS so I dread making the game too difficult for them to understand.
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# ? Dec 29, 2012 00:50 |
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The City rules are fairly slight - it is a tiny supplement which mostly contains codified, quantitative rules of Stuff You're Probably Already Doing. Stuff like size, aesthetics are included. It's worth picking up - I often use the template in other games. It is also very good at linking in with Mass Combat, which may sway you more. The Social Engineering supplement I can't really say much about but it does look terrifyingly complex, even for GURPS.
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# ? Dec 29, 2012 02:04 |
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So... I think I've found a glitch in the rules. I haven't seen it pointed out elsewhere. It relates to a use of "Costs Fatigue" described on Powers p. 101. You can make "chargeable" abilities which essentially function at a proportionate cost to the FP spent. Corrosion Attack 1d (Costs Fatigue 1, -5%; Variable, +5%) [10] Okay, so that's fine. But let's say we want to make it chargeable... Corrosion Attack 5d (Costs Fatigue 3 [Max 5, 1/die], -15%; Variable, +5%) [45] Also fine. But's let's crank it up! Corrosion Attack 14d (Costs Fatigue 7 [Max 14, 1/die], -35%; Variable, +5%) [98] Corrosion Attack 15d (Costs Fatigue 8 [Max 15, 1/die], -40%; Variable, +5%) [98] You can now see where this is going. It gets worse. Corrosion Attack 16d (Costs Fatigue 8 [Max 16, 1/die], -40%; Variable, +5%) [104] Corrosion Attack 17d (Costs Fatigue 9 [Max 17, 1/die], -45%; Variable, +5%) [102] ... Corrosion Attack 33d (Costs Fatigue 17 [Max 33, 1/die], -85%; Variable, +5%) [66] which is cheaper than: Corrosion Attack 8d (Costs Fatigue 4 [Max 8, 1/die], -20%; Variable, +5%) [68]
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# ? Jan 26, 2013 22:07 |
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It's been noticed, but a spreadsheet for an alternative isn't the best possible solution. I'd be inclined to just houserule that Costs Fatigue represents the cost per die for a Variable trait like it represents the cost per second for a trait which happens over a period of time.
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# ? Jan 26, 2013 22:47 |
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clockworkjoe posted:I'm running a Fallout GURPS mini-campaign and I've recently implemented the mass combat rules - you can read the details of the campaign so far here http://slangdesign.com/forums/index.php/topic,1617.0.html The social engineering book is more about detailed ways to use the existing rules for social mechanics than it is about adding on new systems from what I remember. More stuff like alternate rank and status charts for you to use if you want, and more exploration of what being status 2 vs 3 would mean when you're trying to use that status to influence people. I could see it being pretty useful in a 4x game if you wanted to model different societal structures and have them come into conflict diplomatically. It also has a really cool section on political power struggles, on of my favorite things to come out of a gurps supplement.
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# ? Jan 26, 2013 22:57 |
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Elendil004 posted:You think some sperg would have done this already I think the answer you are looking for is within.
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# ? Jan 26, 2013 23:32 |
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I usually play rear end in a top hat rogues or rear end in a top hat wizard type characters in most RPGs I play, and I thought I'd mix things up in my roommate's upcoming GURPS campaign. I've never touched the system, and I know very little about it apart from the fact that it's modular as all hell, but I've always wanted to play a character that's absurdly strong and droolingly stupid. As low an intelligence I can take without forgetting to breathe. Would this be at all possible, or will it result in me getting immediately decimated by mental attacks [It's an modern-supernatural setting]?
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# ? Mar 23, 2013 03:03 |
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The Crooked Warden posted:I usually play rear end in a top hat rogues or rear end in a top hat wizard type characters in most RPGs I play, and I thought I'd mix things up in my roommate's upcoming GURPS campaign. I've never touched the system, and I know very little about it apart from the fact that it's modular as all hell, but I've always wanted to play a character that's absurdly strong and droolingly stupid. As low an intelligence I can take without forgetting to breathe. Would this be at all possible, or will it result in me getting immediately decimated by mental attacks [It's an modern-supernatural setting]? IQ 6 is the lowest you can go while still being self-aware. The base score of Per and Will are both equal to IQ, meaning that if you don't buy them up you will have difficulty noticing things going on around you or resisting mental attacks or attempts to influence you. Luckily you get 20 points for every point of IQ you drop for a total of 80, and it costs only 5 per level of Will or Per you want to buy so if you buy them both back up to the default of 10 you still have 40 points kicking around. However GMs can (if they want, everything in GURPS is optional) count negative characteristics towards the disadvantage limit, meaning you might not even be allowed to buy it that low.
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# ? Mar 23, 2013 03:21 |
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The disadvantage limit will cap how effectively stupid you can be without it being redundant. Buy Will (and maybe Per, both for 5/level) to offset the IQ drop. If it is 150/-75, which is "average", IQ 7 [-60] + 5 quirks [-5] + Will 10 [15] will essentially give you 200 points to work with. You can then get ST 20 [100] or Gigantism [0] + ST 21 (Size -10%) [99]. That's 100 points left to do what you want with.
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# ? Mar 23, 2013 03:36 |
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The Crooked Warden posted:I usually play rear end in a top hat rogues or rear end in a top hat wizard type characters in most RPGs I play, and I thought I'd mix things up in my roommate's upcoming GURPS campaign. I've never touched the system, and I know very little about it apart from the fact that it's modular as all hell, but I've always wanted to play a character that's absurdly strong and droolingly stupid. As low an intelligence I can take without forgetting to breathe. Would this be at all possible, or will it result in me getting immediately decimated by mental attacks [It's an modern-supernatural setting]? There are a few ways of doing that. The most obvious one is simply dropping IQ, however if you want something a bit more on the roleplaying end, there are some disadvantage traits that might be fun for you, stuff like absentminded or hidebound or clueless. Take a look at advantages and disadvantages, there is a lot of fun stuff in there!
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# ? Mar 23, 2013 04:01 |
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CCKeane posted:There are a few ways of doing that. The most obvious one is simply dropping IQ, however if you want something a bit more on the roleplaying end, there are some disadvantage traits that might be fun for you, stuff like absentminded or hidebound or clueless. Yeah that's probably a better idea, you can play someone who stil lhas average intelligence who still manages to be completely boneheaded and impenetrable to reason if you take the right disadvantages.
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# ? Mar 23, 2013 04:08 |
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Many thanks for the suggestions. Now to smooth talk the GM into letting me go deep on disadvantages.
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# ? Mar 23, 2013 11:02 |
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I've taken a look at the GURPS lite book and I'm not understanding skills too well, and apparently I'm the only person as googling hasn't given me any answers. I'm confused on how skill buying works. The table says "attribute - x", does that mean the defaults of the skill? For example I'm making an archer, the bows default is DX-5. So does that mean on the table I'm buying things from -5, and then go up from there? And if so, what is the - on the table? Are those free skills? Do I spend a single point on them? So in the case of bows, I'd be spending 1/get free from -5 to -2, spend 1 for -1 then spend 2 to get to 0?
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# ? May 13, 2013 08:55 |
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If you don't have a skill at all, you can use it as the default listed as part of the skill's description. For example, if you have DX 10 and you try to use a shield without having the Shield skill, you use it at DX-4 = 6 as per its description. The defaults for skills are wildly different depending on the skill, they don't correspond to a neat table, so if you ever want to use one without training look up the skill itself and read it. If you want to train a skill, you need to spend points. The Skill Cost Table at the start of the Skill section under the Buying Skills heading says what you get when you spend points. You have to spend a minimum of 1 point. Shield is a DX/E skill. E stands for easy, so according to the table when you spend 1 point on an Easy skill you learn it at Attribute+0. The attribute for Shield is DX, so you learn it at DX+0 = 10. If you spend 2 points you get it at DX+1 = 11. And so on (Note that the cost progression is 1-2-4-8-12-...+4 per extra level). Edit: Regarding buying a skill from default, there actually are rules for doing so, but those are not found in Lite and you really shouldn't worry about them. BattleMaster fucked around with this message at 09:26 on May 13, 2013 |
# ? May 13, 2013 09:17 |
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"Attribute - x" is the default you're given if you want to use a skill, but have no training in it. Say you have about 12 in DX, and no skills with the bow; you will then check the default the skill gives you: in this case -5. Your goal is then to roll under DX-5, which is 12-5, so 7. It's hard to actually hit something without training, but it's possible. As it happens, bow is rated "DX/Average", which means a single point into it will boost your goal up to a whooping DX-1 (12-1 = 11, much easier to actually hit something, now). Note that not all skills give you a default. If you're unsure about how many points to put into a skill, check out the Skill Cost Table, and look at the column with the matching difficulty. The Lite book should have it, I think. edit: durn.
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# ? May 13, 2013 09:24 |
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If I'm reading it right then, lets say there is a hard skill that is "Attribute -5". I put a single point into it, it then jumps to "Attribute - 2"?
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# ? May 13, 2013 09:56 |
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# ? Apr 20, 2024 02:14 |
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Leal posted:If I'm reading it right then, lets say there is a hard skill that is "Attribute -5". I put a single point into it, it then jumps to "Attribute - 2"? The default has nothing to do with anything once you buy a skill. You get it at the listed value in the Buying Skills table. Edit: Wait, I see what you're saying there. Yes, you're right, but forget about the default once you start buying skills or you might confuse yourself. BattleMaster fucked around with this message at 10:09 on May 13, 2013 |
# ? May 13, 2013 10:07 |