By Default Skill Rules
Instead of the usual default attribute values for Easy, Average, and Hard skills, convert these defaults to half-stat by changing the basis for all defaults to Attribute/2 (round fractions down) plus a modifier. The modifier equals the normal default penalty (expressed as a negative number) plus 5.
- Thaumatology has a default of IQ-7, and (-7 + 5) equals -2, so the half-stat default is Attribute/2-2.
- For Bicycling, with a default of DX-4, because (-4 + 5) equals 1, it would instead default to Attribute/2+1.
- Throwing, with its default of DX-3, would now default to Attribute/2+2, since (-3 + 5) equals 2.
This change unifies the cost of skills as well; consult the Half-Stat Skill Cost Table (below) for new values.
If the skill has no default, then for skill-cost purposes only, the “default” value equals Attribute/2 (round fractions down) plus a modifier:
- +1 for Easy skills;
- 0 for Average skills;
- -1 for Hard and Very Hard skills.
For example, Lasso is a common Hard skill with no Basic Set default. It would have a skill-cost default of (Attribute/2)-1.
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Half-Stat Skill Cost Table
| Final Skill Level | Easy, Average, and Hard | Very Hard |
|---|---|---|
| Default+3 | - | 1 |
| Default+4 | 1 | 2 |
| Default+5 | 2 | 4 |
| Default+6 | 4 | 8 |
| Default+7 | 8 | 12 |
| Default+8 | 12 | 16 |
| Default+9 | 16 | 20 |
| Default+10 | 20 | 24 |
| Extra +1 | +4 | +4 |
Many concepts in GURPS use the relative skill level (p. B171) as a figure of merit. Wrestling, Karate, and Weapon Master (among others) give bonuses when reaching a minimum value. Likewise, when shifting the attribute basis of a skill (such as an IQ-based Guns roll), you use the relative skill level.
When looking at bonuses that apply when skills reach certain thresholds – such as the damage bonus for Weapon Master, or the boost to ST given by Wrestling – the new default values often mean that players spend more points to receive fewer benefits. To keep point expenditures in line with the spirit of the Basic Set, figure a proxy for comparative value as follows: Take the number of points spent in the skill and divide by 4. Modify that number based on the skill difficulty: +1 for an Easy skill, no change for Average, -1 for Hard, and -2 for Very Hard. Finally, drop fractions. Use that number as a proxy to determine when you get bonuses triggered by relative skill level.
Example: You have DX 13 and Karate-12. Karate is a hard skill with no listed default, so you bought it from a base of 5 (half of DX 13, minus 1 for the Hard skill) and spent 8 points to know it at Default+7. Technically, your relative skill is DX-1, which would mean no damage bonus. But to be fair, we instead use the formula above: 8 points divided by 4, minus 1 (because it’s a Hard skill) equals 1, so you have a proxy relative skill of DX+1 and you do get a bonus.