01-12-2017, 10:21 AM | #11 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Reworking IQ-based advantages
Given the last few posts, I am a bit more confident in this approach now, as the lack of critical successes or failures really does become a feature and not a flaw. At least in certain cases; traits either work or don't so extremely low success rates aren't as big of a drawback for the PC's and extremely high ones are less likely to short circuit the adventure.
Now I am contemplating traits like Intuition that normally carry penalties or bonuses to the roll; without critical success or failure, perhaps such success roll modifiers would simply need re-interpretation. Figure out what should be the baseline, and then how much of a bonus results in rolling against the next higher activation number, and how much of a penalty means rolling against the next lowest (or allowing no roll at all).
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
01-13-2017, 05:52 AM | #13 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Reworking IQ-based advantages
My thoughts:
I don't like having 9 as the default activation number for rollable yes-or-no effects. I prefer 12. But Allies already work on a 9- as the default number, so it seems hard to argue for a 12-. I'm not quite comfortable with the fact that for some traits, "roll to use, failure means it does nothing" is the default, while for others, Requires Roll is a limitation. This is similar to the Always On complaint about Invisibility. But I admit that homogenizing them would be a difficult undertaking, and is likely to have other drawbacks. I think switching an activation number to an attribute should remain an option for most such traits. E.g. Danger Sense should definitely be Perception-able, even though it works just fine with an activation number too; it definitely can also work with no roll required, to represent some character concepts (e.g. Solar Exalted, albeit in their case it has an ER Cost). |
01-13-2017, 09:03 AM | #14 |
Join Date: Aug 2004
Location: U.K.
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Re: Reworking IQ-based advantages
Not to me it doesn't. An actual innate character power that works less than 50% of the time just sounds pathetic and stupid. And those advantages are presumably currently costed on the theory that they'll be used with PC-level attributes, which will likely usually be closer to 12 than to 9.
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01-13-2017, 09:23 AM | #15 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Reworking IQ-based advantages
Doing this sort of thing with IQ-based advantages seems awfully arbitrary. There are significant numbers of advantages that call for rolls vs. DX, HT, or Per, after all, and the same arguments seem to apply to them. Why stop halfway?
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Bill Stoddard I don't think we're in Oz any more. |
01-13-2017, 09:39 AM | #16 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Reworking IQ-based advantages
One step at a time.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
01-13-2017, 10:25 AM | #17 | |
Join Date: Dec 2007
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Re: Reworking IQ-based advantages
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01-13-2017, 10:51 AM | #18 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Reworking IQ-based advantages
Quote:
So... what about for other traits? I apologize if I seem pushy; I just really want to know as decoupling certain traits from basic stats or secondary characteristics seems like a natural evolution of the game to me. Me being wrong is hardly a rarity, so it is better for me to find out now. XD
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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01-13-2017, 02:29 PM | #19 | |
Join Date: Dec 2007
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Re: Reworking IQ-based advantages
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01-13-2017, 06:02 PM | #20 |
Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
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Re: Reworking IQ-based advantages
<Moderator>
A reminder to keep things civil. The game police won't bust down your door if you decide to modify or houserule something. Thank you. </Moderator>
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