Thanks for taking the time to post a new comment or a reply to one! First scan these quick notes, if you please:
General
* Currently, previewing a post is optional; you're welcome to preview or post immediately.
* You should see plain text input by default; click "enable rich text" for fancy formatting tools. (Some people love that and some don't. Be aware that formatting tool performance may vary by browser.)
* With apologies to all, "captcha" questions may face unregistered posters. Otherwise, the spam flow will dwarf the Nile.
Registration and login
* Registration is available! Sign up here. Chief benefits at present include the ability to edit your own comments, bookmark favorite content, and manage subscriptions (newsletter, threads, etc.).
* If you'd prefer to post as an unregistered visitor, that's welcome too. Just leave "Your name" as the default "Esteemed Visitor", or type in some other name. (But if you happen to type in a name used by a registered user – say, "tbone" – you'll get an error telling you so when you hit "post comment". And while your post text should still be there, waiting for a revised user name, there's a chance it could disappear.)
* If you're a registered user but haven't logged in and want to post a quick comment as Esteemed Visitor, that's fine; see above.
* If you're a registered user but haven't logged in, and enter your user name under "Your name" when posting, you'll get an error saying that's the name of a registered user. That's a good thing; it means strangers can't make posts under your user name! But as above, there's a chance of losing your post text. It's best to log in first here, and then start your posting.
Final
All the above is standard stuff for community web sites, but reminders are good; I hate post-related glitches, and hate to see people run into them on this site. On this or any site, it's a good practice to do a quick "Select All" and "Copy" on your post text before hitting "Preview comment" or "Post comment" – just in case.
For more on the whole topic of interaction with the site, please see User Interaction (opens in new window).
Patron advantage
How's everything?
Enjoying your Games Diner meal? Is the wait staff attentive? Is the chef bathed? (Then it must be a Sunday.) You do know that a little eggshell in the French toast adds calcium, right?
Thanks for the spreadsheet suggestions. Done; see revised image. (And doh!, the old one was wrong anyway; it had cost per term as 1, not 5, which didn't match the text. All fixed now.)
Interesting that you too tried to handle breadth in GURPS skills ("two degrees of freedom" - good term). You're right that it's hard. Not just due to mechanics, but the conceptual difficulty itself of defining breadth of a given skill.
Along those lines, a difficult consideration w/ breadth is this: What should and shouldn't be allowed to benefit from cost reduction for breadth? All hand weapon skills, that sounds reasonable – but how about a dozen skills all under the "survival" theme, such as Survival, Camouflage, Stealth, Tracking, and so on? A dozen skills with even less connection to a common theme?
It can get tricky. All I can suggest is that the skills to be united under breadth be skills that have cross-defaults to begin with, or (like languages) clearly be separate instances of a single skill, or at least fall under a logical category that pretty much everyone will agree on ("natural sciences"). But I haven't yet drawn up some master map of it all.
Reply
Build a site!
Cast Seek Spell
THE TAKEOUT MENU
For collaborators, contributors, or the curious. Notice of site updates; project announcements; calls for playtesting; etc.
Spreadsheet fix, and breadth considerations
Thanks for the spreadsheet suggestions. Done; see revised image. (And doh!, the old one was wrong anyway; it had cost per term as 1, not 5, which didn't match the text. All fixed now.)
Interesting that you too tried to handle breadth in GURPS skills ("two degrees of freedom" - good term). You're right that it's hard. Not just due to mechanics, but the conceptual difficulty itself of defining breadth of a given skill.
Along those lines, a difficult consideration w/ breadth is this: What should and shouldn't be allowed to benefit from cost reduction for breadth? All hand weapon skills, that sounds reasonable – but how about a dozen skills all under the "survival" theme, such as Survival, Camouflage, Stealth, Tracking, and so on? A dozen skills with even less connection to a common theme?
It can get tricky. All I can suggest is that the skills to be united under breadth be skills that have cross-defaults to begin with, or (like languages) clearly be separate instances of a single skill, or at least fall under a logical category that pretty much everyone will agree on ("natural sciences"). But I haven't yet drawn up some master map of it all.