Looks like it’s been way longer since I read this than I had thought, but since I’m using it for an actual project now, it’s high time to get back writing a review, especially since the Power-ups line has been exceptionally useful for rules-hackers so far. This one had me stumped. At first, I was thinking of things like Diablo’s supernatural skill system (Kromm has used this good old game as an inspiration when doing Dungeon Fantasy, after all). Instead it’s about restructuring, streamlining and increasing the accessibility of regular GURPS skills.
Facts
Author: Sean Punch (“Dr. Kromm”)
Date of Publication: 25/10/2024? (couldn’t find the announcement, but that’s my timestamp)
Format: PDF-only (Warehouse 23-only)
Page Count: 25 (1 title page, 1 content page, 1 introduction page, 1 index page, 1 page ad)
Price: $7.00 (PDF), $0.35 per page of content; Score of 6/10 (Attention: I have adjusted my price score for inflation here, resulting in a score of 6 instead of 3. I’m guessing ten years is a long time. No promises about when I’ll get around to retroactively correction prices and scores.)
Preview: https://warehouse23.com/products/gurps-power-ups-10-skill-trees
Review
As all my other reviews this one will be rated according to meat (rules, stats, game mechanics), cheese (setting, characters, story), sauce (form, writing, style, art) and generic nutritional substance (universal nature, adaptability). At the end you find a weighted average of those components and a value score that also takes into account price per page.
This is a very meaty subject, so I’ll discuss the structure under the next heading.
Meat (Score: 8.5)
The book starts off with talking about the new hierarchical tree structure that is imposed on the skills: trunks, branches, twigs and leaves. I thought it a little silly at first, but the metaphor is well-chosen. You don’t need to buy a trunk if you don’t want to, you can have leaves or branches sprouting out of the ground (or trunks or whatever as long as it goes from large to small).
Then it goes on explaining the trunks – over-arching skill categories like Plant or Scholar that are similar, but not the same as Talents or Wildcard skills. Rather these are closer to the good old skill categories of GURPS 3rd Edition and their advantage ist that they are easily recognisable and allow for overlap. This is followed by a long list of example trunks that fit the generic GURPS vibe quite well. Sean Punch goes on to explain branches (those are the “actual” skills), twigs (specialisations and some easier skills) and leaves (hyperspecialised knowledge like how to fly an F16). These mostly make a lot of sense, though I do take exception as denying Cooking its place as a full skill (no argument with Sports in most campaigns).
The second chapter starts off with costs: As you could have guessed trunks, branches, twigs and leaves also have different point costs per level with trunks coming in between small and medium Talents, branches being a little cheaper than skills and the other two just counting down. That makes leaves comparatively expensive, but if you always use the same vehicle that should still be worth it.
What’s radically different from normal GURPS is that levels are no longer a fixed stat to roll against. Instead they are a modifier. Let that sink in for a moment. What it does is to heavily encourage floating skills to other attributes. That is a good thing in the standard attribute system already, especially if you consider PER and WILL as attributes, but once you designed your own attribute system with GURPS Power-ups 9 – Alternate Attributes, it becomes a real game-changer. WillowVine and I have done something similar for the total conversion GURPS The Owl House using Wildcard Skills Lite, but this is a more organic and certainly a more GURPSy way of doing things.
Sean Punch then goes on to show his math and it checks out. Skills will become more expensive, but characters gain (narratively realistic) broad competence. You may know that the standard attribute setup is not my cup of tea and I’d like to give at the very least parity in mental and physical attributes, but… that’s a whole different kettle of fish. Suffice it to say I would have liked to see a bit more interaction between the Power-ups 9 and 10. There is a useful box on page 13, but in general Skill Trees is treated as an alternative to Alternate Attributes, which, to be fair, it partly is. There are detailed discussions of the costs of each part of the tree, so you can make your own mind.
The tight spacing of the costs on the branch/twig/leaf axis and the still relatively close branch cost, make it inefficient to raise more than two branches/skills before you maxed out the trunk and always inefficient to have more than one twig and leaf per branch. That’s where the nice metaphor breaks down. The problem (if you see it as such) can be solved by slightly increasing trunk, branch and twig costs and decreasing the in-built -5 penalty to all rolls. This penalty incidentally is only introduced in chapter 2 and elaborated in chapter 3, which I consider a rather bad placement. Best reading order is probably Chapter 1, 3 and 2.
Chapter 3 is mostly, but not completely about how to do skill rolls under the new system. Sean Punch introduces a clearer distinction of untrained and trained tasks, the former including those where training helps, even if it it not required. Skills with A lot of the rest deals with the many edge cases that always crop up in GURPS and a certain tediousness creeps in at times. Fancy Forestry rounds up the tree puns with a couple of optional switches that are generally very good.
A cheat-sheet with the generic trunks from chapter one and all controlling attributes rounds off the the book.
Cheese (Score 7.5)
What does all that mean for character-building and background creation? It does get vastly easier and newbie (or let’s face it, veteran) mistakes of missing one or more semi-crucial skills are greatly reduced. The trunks do act as a sort of archetype, though more in a “this is possible in this style of campaign” as in a direct character type. Gone are specific defaults and especially cross-defaults from other specialties, one of the system’s really unpopular topics. Likewise required specialties are no longer lock-outs unless you want them to be.
Skill Trees – once set up (or copied from chapter 2) – do make the skill system vastly more accessible with the only weird detail being that -5 on every roll, something that probably will come up again and again in play. Might be easier to throw an extra d6 in there and do away with the penalty (to borrow a concept from The Fantasy Trip), though that raises its own share of problems. Floating skills to other attributes makes skill matter, even for less obvious uses like perception-based weapon skills for checking quality. The system of adding modifiers is also more familiar to players of other games.
The only thing that could have been more detailed is how to tailor trunks to a setting. Having said that, a lot of settings probably don’t need that much tailoring. The default list is pretty decent and – unlike with Talents and Wildcard Skills – you can just drop all the skills that are inappropriate due to tech-level or setting background with no considerations other than maybe merging trunks that have got too small.
Sauce (Score 8)
While I am not quite sure what the cover image is trying to tell us, it is at least quite unified and does show off some skills and also trees. Form and function rarely come together that well for GURPS outside of very special titles. There are no fewer than ten new pieces of art inside the book and they are placed in good spots conceptually and help to break up the text. The editing is – as always – top-notch and the writing is very fluent and at time absolutely hilarious – if you like (mostly) plant-based puns that is. Would have gone even higher, but again the placement of that -5 penalty…
Generic Nutritional Substance (Score 9)
Skill bloat is often a problem in GURPS campaigns and Skill Trees solves it quite nicely. Not only that, but it also makes the whole system less opaque for newbies and allows for some degree of comparatively easy customisation. It’s hard to find a scenario where you could not use it, except when teaching standard GURPS. Still, it is a meta-layer that not every GM will want to engage with – even if it is compatible with pretty much all existing material (except for Talents and Wildcard Skills). You could even use it for revamping GURPS standard Magic.
Summary
Certainly not a book for people who break out in hives, whenever rule-modding comes up, but well worth the 2 hours it takes to read and grok. I’d use this setup if I ever wanted to run a pretty generic con game. Should simplify things greatly.
Total score: 8.275 (very good, verging on awesome)
Total score is composed of a weighted average of Meat (45%), Cheese (20%), Sauce (20%) and Generic Nutritional Substance (15%). This is a meat-oriented book. A “cheesy” setting- or drama-orientied book would turn the percentages for cheese and meat around.
Value score: 7.1375 (shorter books cost more)
Value Score is composed of the average of Total and Price.
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