Quote:
Consider your new class added...
|
Yay! I'm quite happy about this!
"
Skirmisher" is a much more succinct, and
great way of summarizing my too-long Class Name. I'm definitely in favor of it!
Reaction
Stamina (endurance)
Snapshot
Strength
Shooting
The above list looks "right on" to me in regards to what I was trying to get at. I'm honestly surprised that 7.62 didn't supply such an "obvious" class-type before.
No one's perfect, but now that
I'm here...
About alternating attributes/skills that are available when leveling up with Even and Odd numberings...
My initial reaction, and I'll be very up front about this, is deeply related from my prior experiences of going from playing Dungeons & Dragons to GURPS: I strongly feel this "alternate-leveling" should be
avoided.
In D&D, such Even's/Odd's "availability" leveling up's were commonplace, and if that's all that one ever knows, then it's highly likely that there will be no questioning of such a design scheme, but after playing GURPS...
I strongly feel that one doesn't even have to play GURPS to quickly and deeply appreciate the utter soundness of its logic, and easy-to-grasp "relay-ability" of
WHY the game's mechanics are setup the way they are, because they model one's real life experiences extremely closely. They also
maximize a
player's ability to chose exactly what they want his/her character to be, without causing Game Masters a ton of frustration designing a mission/dungeon for a gaming environment that is so seemingly "player friendly."
I strongly feel that a good deal of D&D's design problems are from how it was designed too much around the "supposed" needs of the Dungeon Master in order to get a "good" role playing experience, but that's a whole thread in and of itself...
One would also be mistaken to assume that a game design system such as GURPS would make it more challenging to enjoy and become immersed in
fantasy-based environments, but one would be
very wrong in making such an assumption, but that's a whole different thread as well...
Anyway, back on target: alternating "when" an attribute/skill can be raised seems
too arbitrary to me. Now, the way BE5 and 7.62 automatically elevates certain skills is also arbitrary to me, but that's due to there frequently being no
clear connection between an event that just occurred and the elevating of an attribute/skill that may not be related to said event. It may not be as arbitrary as it appears, but until we can see the guts of its mechanics, we can only judge what we actually experience.
It also
reduces player options, and having put GURPS through the grinder many a time, I can say that with all confidence that putting that power in the player's hands
can work, and does
not "have to" lead to headaches and "failure."
If I was a player, I'd prefer to always have full access to my character's attributes/skills, and have growth be managed by...
(
1) ...the cost of raising attributes/skills, with some being clearly and reasonably more challenging to raise than others, and...
(
2) ...the number of points that I get to spend.
So, in this game-based-economy, my options are kept
wide open in regards to what I
could invest in, but my
resources are
limited so I have to chose what is most valuable to me at a given time. As circumstances change, so will my decision making, and like any real life flesh and blood human being would do, I'll alter my choices as necessary.
Before I go, a
link to all things GURPS. Take a quick look at the write ups for the products, and be prepared to drool. Illuminati is a BLAST to play as well. AWESOME game. Bye for now!
http://www.sjgames.com/gurps/