Tuesday, December 23, 2014

Book Review: GURPS Power-Ups 7: Wildcard Skills

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You ever want something and didn't realize you wanted it till you saw it? That's what GURPS Power-Ups 7: Wildcard Skills  was for me. I use wildcard skills in my campaigns all the time - my players love them and I love them because it cuts down on skill bloat. GURPs Monster Hunters 1: Champions changed the playing field even more by offering hyper-competency and suddenly wildcard skills were even more attractive. This book does it again, making wildcard skills scalable with the campaign. It even offers new methods to create them based on templates or dramatic rolls (e.g., Big Damn Hero! or Academic!). It's mostly a book for a GM or rules-tinkering players, but with a fairly exhaustive list in the back of every wildcard skill printed to date (though, alas, no new ones). It's even got one of mine (Fist! from Pyramid #3/31: Monster Hunters). It also has a idea I'm very sure I spoke to PK about for my own campaigns (Psionic Wildcard Skills) that he might have told Kromm about or maybe Kromm came up with it on his own - either way it's cool to see it imprint. The rules for making new wildcard skills are just outright amazing and make a GMs job super easy. Overall, it gets 5 out of 5 pennies despite its lack of new wildcard skills - it is that good.

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