10-17-2020, 04:07 PM | #291 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Rules you ignore/alter.
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Your opponent may be in a situation where no Active Defense is allowed, or at least, none that are available to them. You still roll on the same chart. =/ When someone rolls for an Active Defense, there's a chance they'll roll a Critical Success, causing your attack to count as a Critical Failure. There is a chance they'll defend normally. There is a chance they'll fail to defend. Finally, there is a chance they'll Critically Fail their defense, so that your normal attack is treated as a Critical Success at that point.* Which isn't much of a penalty, given the nature of the Critical Success chart. We can never know - had you rolled a normal Success instead of a Critical Success - whether your opponent's Defense roll would have actually benefited them, made no difference, or even benefited you. It may seem like a nitpick, but think about how Critical Successes are handled in other situations. Addressing something else that another person mentioned: Quote:
I mean, imagine if the situation were reversed. Maybe you don't even have to imagine; I've heard horror stories where the GM ignored the context of a Critical Success and maliciously applied the rules for Crits... or even the general rules of thumb. You know, like a Critical Success while pulling your punch resulting in extra, undesired damage. *I make enough mistakes, just let me know if this is another of them and failing an Active Defense doesn't or rarely uses the Critical Success Table.
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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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10-17-2020, 04:23 PM | #292 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Rules you ignore/alter.
The rules say you throw it 1d yards in front or behind. 1 yard in front was where the target was. So, the attacker swings the mace down, intending to smack it down on his target. The mace slips in his hand, and he lands a weak blow (that's enough to finish his target anyway) as the mace flies out of his hand.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
10-18-2020, 12:25 AM | #293 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Rules you ignore/alter.
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Unfortunately, I cannot find the rules for attacking while not using your full strength, for when you need to attack something but don't want to risk injuring it beyond a certain point. I fairly certain something like that exists in GURPS... so imagine rolling a Critical Success while trying to use those rules, the GM making you roll on the Critical Success Table, and you getting a result that causes more harm to your target. Even though the entire point of a Critical Success is that you not only succeeded, but succeeded in an exceptional manner. Again, maybe I am misunderstanding the situation. I went and read the result in the Critical Miss Table... but the Table isn't the full extent of the rules for Critical Failures. If it turns out you/your GM were handling it according to RAW Rupert... then I guess we found another rule I ignore or alter.
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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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10-19-2020, 03:31 AM | #294 | |||
Join Date: Jun 2010
Location: Dreamland
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Re: Rules you ignore/alter.
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That honestly seems optimistic and I didn't assume 18 was a job loss. |
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10-19-2020, 08:35 AM | #295 |
Join Date: Aug 2007
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Re: Rules you ignore/alter.
There are many jobs where "LJ" appears in the column for Crit Fails and that stands for "Lose Job".
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Fred Brackin |
10-19-2020, 10:32 AM | #296 |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: Rules you ignore/alter.
I don't remember if these options are in this thread or not (and I'm too lazy to look). But I think these GURPS money options are quite useful, especially for PCs who have above average wealth:
http://www.mygurps.com/pmwiki.php?n=Main.GURPSMoney
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GURPS Fantasy Folk: Elves My first GURPS supplement Top 12 Clues You're a Role-Playing Old-Timer My humorous (I hope) article that also promotes SJGames/GURPS Kerry Thornley: Dwarf Planet Eris, Discordianism, and The John F. Kennedy Assassination Without Thornley, there would never have been the Steve Jackson Games edition of Principia Discordia |
10-19-2020, 12:16 PM | #297 | |
Join Date: Aug 2018
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Re: Rules you ignore/alter.
It's not, B516 minimum requirement is "no pay for the month", otherwise with normal failures you reduce income by MoF*10%...
...which resembles the rule of MoF10 = crit in a way ...and Cole's "Last Gasp" suggestion of MoS 10 = attack costss no AP like a crit success seems like an inversion of these. Quote:
I would love a book full of nothing but extra crit fail tables. Thaumatology helped with magic but I could definitely go for some more per-college magic crit fail tables. Maybe something like 6 crit fail taables per college so you can start off rolling 1d to see which of them you use. |
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10-19-2020, 12:29 PM | #298 | |
Join Date: Jul 2008
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Re: Rules you ignore/alter.
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What it is, is hanging the causality of simulation results on elements that are squarely outside the simulation. Character points don't represent anything that exists in the real world or most fictional ones (even in the rapidly-proliferating gamey litRPG sphere usually, they run more to levels and/or dedicated point pools than full-range pointbuy currency). The map is the territory for them: a mechanism for building and advancing game characters in a game-oriented manner. The intersection between character points and regular NPCs doing jobs has no reason to exist.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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10-19-2020, 02:27 PM | #299 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Rules you ignore/alter.
Quote:
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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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10-19-2020, 03:40 PM | #300 |
Join Date: Feb 2016
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Re: Rules you ignore/alter.
Luck and Serendipity are realistic traits because there are people who are demonstrably more lucky than others. We see evidence of such traits in the lives of identical twins which, despite possessing identical genetics and identical environments, usually have divergent paths starting in adolescence. One twin starts getting lucky breaks that the other twin does not, resulting in divergent life paths.
Conversely, we do not see anything that seems like Impulse Buys, as people seem to rarely have lucky breaks without corresponding unlucky events unless they are naturally lucky or naturally unlucky. People who are naturally lucky tend to stay lucky while people who are naturally unlucky tend to stay unlucky. People can become lucky though, which would be best represented by them purchasing Luck or Serendipity, rather than spending points on Impulse Buys. For example, the majority of people who win the lottery seem to end up regretting it as their good luck starts to be balanced by increased bad luck. Bankruptcies, divorces, kidnappings, murders, etc. seem to follow lottery winners as probably regresses to the mean. Impulse Buys are really incapable of representing such phenomena, but the standard rules are capable of doing so. After all, a GM could give a PC Independent Income 5 and Filthy Rich and balance it with a Secret Enemy worth -45 CP (representing an unknown groups of criminals seeking to harm the PC for fun and profit) and Unluckiness. |
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affliction, fixed, house rules, rules |
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