Showing posts with label Wildcard Skills. Show all posts
Showing posts with label Wildcard Skills. Show all posts

Saturday, August 6, 2016

Fundamentals: Talents and Wildcard Skills

I just went on an impulse
buying spree and got this.
Looks better than I expected.
Today I'm going to write about two different elements of GURPS that try to achieve similar semantic ends, but through different mechanical means. These two elements are:

  • Talents - advantages that make you competent at several related skills.
  • Wildcard Skills - a skill the bundles several skills at one, giving competence across the board.
I will compare and contrast these devices and try to piece together when one might prefer using one or the other. Let's take a look.

Wednesday, December 23, 2015

Wildcard skill: Everything!

Edit: I just came up with an even better idea to clinch the gold metal in mental gymnastics.

Wild Talent 1 (Cosmic: Ignore Prerequisites +50%; Game Time +0%) [30]

This let's you use any skill once a week without regard to prerequisites. Advantage X is the ability to use this wild talent an unlimited times per day, so we plug in 30 as the cost, add in the modifiers, and solve for the cost of advantage X.

Extrapolating backwards from Limited Uses, 1/2 a use per day is -10% bigger than 1 use per day, and 1/4 a use per day is another -10%, assuming the halving pattern handle holds.

A fixed duration when it is technically an inconvenience is a 0% feature, so stretching uses from once every four days to once every seven days is free. We do not get the -70% break-point for reaching once every 8 days.

Advantage X (Limited Uses, 1/4 Uses per day -60%; Fixed Duration, Once Every seven days instead of every four days +0%)[30]

40% of Advantage X is 30 points, so Advantage X, "Infinite Wild Talent Ignoring Prerequisites" is 75 points.

Everything! at Attribute - 3 = 10 Points
Everything! at Attribute - 2 = 19 Points
Everything! at Attribute - 1 = 38 Points
Everything! at Attribute + 0 = 75 Points
+1 = 75 Points

At that price break it is worth investing up until Attribute for 75 points, and then just buying up attributes.

But always ask the GM's permission first.

Monday, December 21, 2015

Wildcard Skill: Innkeeper!

Taverns
The innkeeper is somewhat meant as a joke class in Taverns. She is something of a very flexible jack-of-all-trades. Want a fighter? Get some strength and weapon skills. Want a thinker? Get some IQ and knowledge skills. Like the Scholar previously mentioned, her strength is super flexibility. Let's see if we can make wildcards work with her as well.

Wildcard Skill: Scholar!

This Guy.
I decided to finish off the wildcard skills for Dungeon Fantasy 4 because I already started them earlier today. This one is just a *tiny* bit trickier, because we have no point of reference which to start. The big trick of the Scholar class is their ability to quickly learn different modular abilities by reading books. Let's see what we can put together anyway.

Wildcard Skills: Artificer!

Sages
Wildcard Skills, as explained in Basic Set - Characters is an optional rule for simplifying skill lists by grouping a bunch of skills into one "super skill".. It caught my attention that there are wildcard skills for all of the templates in Dungeon Fantasy 1, but none for the characters in Dungeon Fantasy 4 (or any other templates after Dungeon Fantasy 1, it seems, for that matter.) So I got myself Power Ups 7: Wildcard Skills and decided to give it a try.
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