jaz0nj4ckal
SOC-12
I am on a trend with doing some house rules to CT. Due to the latter, I have been playing around with heavily house ruling GURPS to give a CT feel.
However, the more I house rule GURPS - the more I come back to CT. But what has me stuck now - is how GURPS characters start with more skills that have a 50% of success. Due to the latter,
Question:
How can I give my CT characters additional skills with out totally unbalancing the system?
Currently - I am running my CT game that base chance of doing something is 7+; however, if they do not have the skill it is a 9+ (this does not include combat).
However, this is still missing all the additional skills GURP characters get from the start.
So, I tried giving careers the ability to roll for additional skills. A list of 8 skills, each requires a 6+ to acquire that skill at level 1.
Question:
How do you folks handle additional skills in your games? Am I trying to be too technical?
Thanks
However, the more I house rule GURPS - the more I come back to CT. But what has me stuck now - is how GURPS characters start with more skills that have a 50% of success. Due to the latter,
Question:
How can I give my CT characters additional skills with out totally unbalancing the system?
Currently - I am running my CT game that base chance of doing something is 7+; however, if they do not have the skill it is a 9+ (this does not include combat).
However, this is still missing all the additional skills GURP characters get from the start.
So, I tried giving careers the ability to roll for additional skills. A list of 8 skills, each requires a 6+ to acquire that skill at level 1.
Question:
How do you folks handle additional skills in your games? Am I trying to be too technical?
Thanks
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