10-19-2020, 06:09 PM | #301 | ||||
Join Date: Jun 2010
Location: Dreamland
|
Re: Rules you ignore/alter.
Quote:
Quote:
Quote:
Quote:
Plus, Impulse Buys, or namely Buying Success, might have zero in world explanation. It might literally be the player saying "no, I didn't actually critically fail this particular roll" and no one other than the GM (and other players) would know (even omniscient and perfect gods are still technically below players and GM). Literally any success ever could have been someone spending points and we wouldn't know because spending points and rolling dice is merely an abstraction of real life. |
||||
10-19-2020, 06:32 PM | #302 | ||
Join Date: Aug 2018
|
Re: Rules you ignore/alter.
Quote:
Then we should examine how the product of our characters' lives could result in non-average results despite them not having traits like these. It's our IRL luck advantage somehow bestowed to our character! Quote:
The simplest example being "I have no bonus CP to spend on 10% Starting Wealth, so I will take a out a Loan instead" and then you incur a Debt quirk (pay 1% SW per month) You should be able to pay money to remove certain disadvantages (ie pay to have a Wound closed, to clone an eyeball to offset One Eye) though how costly/accessible that is should depend on the setting (magic or high tech could remove many physical disadvantages) In the case of social ones, it should be possible to buy off a debt (as you might buy off some other quirk) by sacrificing raw bonus CP but this wouldn't mean that something you purchased with raw bonus CP such as 10% SW. The biggest problem being that with wealth/equipment not worth any points whatsoever (enemies who covet your money offset the benefit to trade it for stuff). Trading your money means you're taking new disadvantages on: buying food means replacing "people who want to steal my money" with "animals who want to steal my food"One thing we do know is there is an "inherent debt" built into characters: the cost of eating. The cheapest known food "travel rations" at 5% CoL ($20 for status-2) per week to avoid starvation. Someone Poor (1/5 starting wealth) would have $50 at TL0 so Debt-20 (20% per month) costs 10 dollars per month. Debts cost more the wealthier you get and the higher TL you exist in, so at some point this will surpass the $20 per week it takes to survive. What we do know though is there would be a way to lower your cost of living: not require food. B50 for 10 points makes you immune to a loss of at least $20/week which works out as $2/week avoided per point. You save even more money by this advantage at higher STATUS levels (they require costlier food to maintain: you must be seen eating fine steak+caviar to be status+5) Weird thing about that though is you could probably just eat garbage and use illusion magic to make it look like you're eating steak+caviar... I think maybe in that case you could treat "I cast steak illusions on my moldy trashbin bread" as "a job" except instead of earning money directly, you're mitigating status costs? This actually makes me wonder: if you're a reclusive millionaire who only eats in private, how could you possibly maintain status if it requires being seen eating? I think maybe COL could just be "people need to see you spending money to think you have it", so if you aren't seen spending money on food, you must be seen spending it on other things? If you're not a compulsive shopper that should probably be something like "paying taxes on the property I owe" because you would have SOMETHING conveying to others that you were wealthy. If aren't paying these directly, you probably have Status as a result of Rank (free Status doesn't pay higher COL) which means someone is still paying it, but it's someone else. |
||
10-19-2020, 09:18 PM | #303 | |
Join Date: Aug 2007
|
Re: Rules you ignore/alter.
Quote:
I'm pretty sure there are others. Looking for them where you find Templates woudln't e a bad way to search for them. Old hands do tend to speak more of "Jobs Tables" because they were an extremely common feature in 3e books. The 3e tables use the same basic principles of success and failure. It's just the economic specifics that have changed.
__________________
Fred Brackin |
|
10-19-2020, 09:51 PM | #304 | |
Join Date: Jul 2008
|
Re: Rules you ignore/alter.
Quote:
This is a 'I hate using Buying Successes to explain how typical NPCs can hold onto a job' argument.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
10-19-2020, 10:33 PM | #305 |
Join Date: Sep 2006
Location: Luxembourg
|
Re: Rules you ignore/alter.
Gurps is a tabletop rpg system, not a reality simulator.
It does give better result than others when used for mass statistics but you will get problems, there are too few possible dice results. If you start to roll 480 job monthly rolls for every npc to simulate their career, the system granularity will bite you. Same problem with rolling 100000 spell casting and deciding the local enchanter guild is overcome by accidentaly summoned demons. |
10-19-2020, 10:49 PM | #306 |
Join Date: Feb 2016
|
Re: Rules you ignore/alter.
You can easily calculate the probability of job rolls. Assuming skill 12, 480 rolls would result in 360 successes (~10 of them critical) and 120 failures (~10 of them critical). For freelance jobs, you can assume that the average margin of success is '2'.
As for the enchanter, they are summoning a demon once every 10,000 rolls, so it is unlikely to be a major factor (the fact that the enchanter is starving to death while they are producing their inventory is likely a more major concern). It is actually much more likely that an enemy summons a demon to attack them and the authorities blame the enchanter. |
10-19-2020, 11:23 PM | #307 | |
Join Date: Mar 2016
|
Re: Rules you ignore/alter.
Quote:
|
|
10-19-2020, 11:54 PM | #308 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Rules you ignore/alter.
Job rolls are one of the rules I ignore. Job results really aren't that random on a scale of a month, any sudden changes to your job situation are generally going to come from independent events unrelated to your actual job skill, so there's not much point to making job skill rolls.
|
10-20-2020, 12:27 AM | #309 | |
Join Date: Aug 2018
|
Re: Rules you ignore/alter.
Quote:
F114 (Archer in peacetime, keeps job in wartime but gets injured, so could DIE) F118 (Bard losing court position) F215 (Engineer anytime) Them losing jobs on crit fails is a lot more believable to me than for other jobs. Artificers lose reputation, assassins get wanted by authorities, bandits get injured, Barbarians nothing (no job rolls even though they're basically also bandits)Battle Mage is injured, Enchanter loses money, Hedge Wizard makes a Fright Check, Holy Man loses powers (monthly rolls to regain), Knight is injured (you can die from losing 3d HP...) Spellcaster gets bad rep Thief is arrested/tried True King doesn't make job rollsVillage Sage DOES make job rolls but apparently has no crit fail result War Dancer gets injured |
|
10-20-2020, 08:39 PM | #310 | ||
Join Date: Jun 2010
Location: Dreamland
|
Re: Rules you ignore/alter.
Quote:
Quote:
Then again, I do think GURPS is generally with you. A stable job has no difference between success and fail. A fluid job does. What you could instead do is throw away job rolls for stable jobs and keep them for variable jobs, dangerous jobs, and less-than-legal jobs. You could even push the roll; maybe you make a job roll at the end of the year and any failure means something came up. Then again, even in 'stable' jobs like office work, the boss might be looking for anyone to hire and whoever critically fails- I mean messes up today is who gets kaput so your skill level at least matters a little (like how the critical failure range changes from 15 to 16 skill).
__________________
Last edited by kirbwarrior; 10-20-2020 at 08:42 PM. |
||
Tags |
affliction, fixed, house rules, rules |
Thread Tools | |
Display Modes | |
|
|