View Single Post
Old 10-18-2017, 03:32 PM   #10
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: [RPM] Quick and Dirty Quirks Quirk

Quote:
Originally Posted by Kalzazz View Post
One thing puzzles me about the Quick and Dirty Charm rules for RPM

As your effective skill increases, your ability to quirk your spells drastically decreases, even when throwing spells that will likely cause horrible catastrophe
Right. Because the Q&D rules are our best attempt at representing the normal spellcasting rules, and what you describe is exactly what happens as your effective skill increases: your odds of throwing a critical failure remain about the same, but your odds of throwing a normal failure decrease drastically.

So this is 100% an intended feature, not a bug.

The odds don't line up perfectly, mind you, but that's inevitable when you reduce a system this complex into two simple rolls. I originally contemplated two completely different sets of modifiers for the two Q&D rolls, but playtesters vetoed that as unnecessarily complicated, especially considering that it only made things a bit more accurate, not significantly so.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote