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Spending half a point instead of 1 reduces the skill level by one (this is the lowest you can go), or you can increase your skill level by 1 for an additional 1 point (additional increases cost more per point: 2 each for the next three increases, then 4 each above that). For 1 point, you can get an easy skill at the same level as your IQ, an average skill at IQ-1, a hard skill at IQ-2, or a very hard skill at IQ-3. Skills are either easy, average, hard, or very hard. A character can get points back by having a below average IQ, earning 10 points for each level below 10 (except, inexplicably, the only 5 points for level 8). Increasing IQ costs 10 points for each of the first three increases above 10, then 15 points for each of the next two steps, 20 points for each of the next two steps, and 25 points for each subsequent step. IQ is purchased with points, ranges from 1 to infinity (practically 20), and defaults to an average score of 10. I will focus on the IQ attribute and its related skills for now. GURPS lets players buy skills for their characters at different costs depending on the levels of the characters' attributes and the difficulty of each skill. When playing GURPS (3rd ed.), what IQ should your character have in order to optimize your use of character creation points? Here is a graph showing the probabilities of success with average DX skills by cost and DX score: Buying hard skills above one's DX score is very expensive indeed. Higher levels cost twice as much as the previous level until the cost is 16 points (e.g.: average skill at the DX+3 level), then each level costs 8 more points than the previous level did. 5 points will buy a hard skill at the DX-3 level). Lower levels can be bought for half the price as the next higher level, down to. An easy skill costs 1 point to buy at the same level as the character's DX, an average skill costs 2, and a hard skill costs 4.
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When playing GURPS (Steve Jackson's Generic Universal Role-Playing System), what is the best DX score to buy to make the most efficient use of your character creation points?ĭX has the same point costs and levels as IQ, but the related skills are priced differently.
GURPS 3RD EDITION JACK OF ALL TRADES PC
Which translates to if these wounds are not treated soon, the PC eventually dies.This post is a continuation of the previous post on IQ and skills. The wound system here is also quite lethal in that the more wounds the character has, the faster the rate his remaining hit points are lost. In contrast the highest possible rank in a skill is 10.Ī critical success (over 20) in combat just means a bonus to damage for every point over 20.Īlternatively, Some people admittedly have preferred to raise the target number for success from 11 to say 15. After stacking, is quite possible to get modifiers well over -10 in the system. So, if you get hit 5 times in one round, that means 5 wounds and a -5 to attack modifer the next round (not including other modifiers!). The wound system in SLA is particularly cruel in that every time you get hit, you receive a wound and a -1 modifier to attack.
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There are *so*many modifiers in SLA, that this is not really a problem in the system, IMHO. Individual combat modifiers usually range from about -1 to -5 depending on typical things like lighting, distance, proficiency in currently armed weapon.etc. Hmm sounds like a VERY low standard target number with a random range of 2-20 and an average of 11 from just the dice.