Monday, April 15, 2019

GURPS Thoughts

SKILLS Skills are capabilities used to interact with the game world to create any desired effects. They are acquired through in-game training, education, and/or exercises with the GM's approval. All skills must be backed by at least one of the Attributes (primary and secondary). Further, physical objects (equipment, tools, weapons...) and meta-physical objects (magic, chi, energy...) must require skills in order to use them to manifest an effect into the world.

Therefore, at the character creation phase, a character's list of skills should be discussed first among the group (players and GM).

Finally, Advantages with levels are basically skills.

ATTRIBUTES You can leave the Attributes’ values unchanged. In expressing your character, certain Skills and Advantages can be bought with levels to lessen the reliance on the Attributes. On the other hand, if increasing an Attribute is cheaper than buying a Skill or Advantage, then do increase the attribute. Also, in the case of the Two-Handed Sword skill, increasing the Attribute, ST, is also justifiable since it lessens several penalties for handling a heavy weapon.

Attributes can be thought of as tendencies. A character with a higher ST than IQ suggests a more physical character than a cerebral one. To express any tendencies, choose four (4) unique numbers (randomly or otherwise) and assign them to the primary Attributes. The secondary Attributes may be left alone.

If you find tendencies making more sense in creating your character, then define your character's tendencies first and then define skills later.

By the way, there are no traits that are included in the Attributes which express social potencies. Assign any social Advantages and/or Skills to your character as you see fit.

ADVANTAGES Advantages are a class of traits that can be thought of as supernatural in origin. They either enhance a Skill’s effect, "introduce a new effect" into the game world (e.g. Flight), or act like an Attribute (e.g. Charisma). On the latter, this type of Advantage may begat a new skill (e.g. Magery and Spells).

Advantages basically spice up your character. In choosing these special traits you should choose them sparingly and thematically.