12-07-2018, 05:37 PM | #1 |
Join Date: Feb 2016
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When do you use Reaction Rolls?
On occasion, I have played characters with truly phenomenal reaction modifiers: Allure 4, Appearance (Very Handsome), Charisma 5, and Voice giving a +9/+17 (!) reaction bonus (not bad for 71 CP). I rarely get to fully exploit their reaction bonuses though, as GMs often find it annoying when characters get automatic Excellent reactions from people attracted to their sex (and a 50% chance at an Excellent reaction from people not attracted to their sex). How do you deal with characters with such enormous reaction bonuses? Do you let characters with such high reaction bonuses into your games?
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12-07-2018, 05:49 PM | #2 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: When do you use Reaction Rolls?
I think Reaction bonuses are too cheap for thier effect.
Though to be fair +4 Reaction bonus could easily b a 4d Innate Attack, which would be pretty impressive/scary in a mundane setting. So part of my answer is that in a setting with high bonuses to reactions defenses and counters should be readily available as well. So give important figures things like Indomitable or Unfazeable, perhaps with limitations like focused. As to do I allow itin game? Yes but like anything else I try to watch out for it being too much and like any special attack the player should expect there will be countermeasures. And I use influence rolls fairly often, depends on plot, player request or capability, etc.
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12-07-2018, 06:21 PM | #3 |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: When do you use Reaction Rolls?
Some GM's are less adept at checking GM-controlled aspects of PCs that would be ideal. When I run a game, I keep a list of them in front of me through the whole game so nobody misses a /- to reaction roll, Danger Sense, etc.
Of course if you do have a GM who forgets, you can get virtually free credit for Disadvantages they forget to check on like--well, I wouldn't want to remind them. I had a GM whom I would send periodic reminders of my positive reaction roll modifiers for my PC. I probably annoyed him, but after a while he no longer forgot.
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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 |
12-07-2018, 06:24 PM | #4 |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: When do you use Reaction Rolls?
The one thing I don't always follow when running reaction rolls is the change to a merchant's prices. The baker's guild that sets prices is not going to be happy with a merchant who breaks guild rules and undercuts the competition. And as much as I try to be nice to the people at Walmart, they don't sell me my batteries any cheaper than if I'm grumpy.
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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 |
12-07-2018, 06:37 PM | #5 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: When do you use Reaction Rolls?
I don't generally use reaction rolls at all, I just treat reaction bonuses as bonuses to influence rolls. In large part this is because I don't think the extreme ends of the reaction roll chart should occur randomly.
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12-07-2018, 06:37 PM | #6 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: When do you use Reaction Rolls?
I let them have their full effect in general, but I also have situations where (1) the NPC is constrained by from letting their personal reaction over-rule their circumstances (e.g. guards who will get in serious trouble if they don't do their jobs), or (2) the NPCs have unusual reasons that ignore or even invert reaction mods (e.g. the guy who was just rolled by a beautiful girl the other day, or the revolutionary who HATES high status people).
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12-07-2018, 06:47 PM | #7 | |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: When do you use Reaction Rolls?
Quote:
While I am not all that much into things like random encounter charts, I do like some randomness and unpredictability. As a GM, I think it makes the game more interesting for everyone if even I can't predict everything that happens.
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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 |
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12-08-2018, 01:20 AM | #8 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: When do you use Reaction Rolls?
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I would probably be nervous about allowing a +17, I'm quite confident about allowing a +8 or even +10. I would probably calm down about the 17 after a few sessions, after internalising that (a) it doesn't allow anything better than what a PC can get through a random roll, just makes it more reliable and (b) a universal +17 costs more than Mind Control, and a conditional one costs almost as much as it. |
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12-08-2018, 02:55 AM | #9 |
Join Date: Aug 2009
Location: OK
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Re: When do you use Reaction Rolls?
I've found that most GMs don't use them. Basically you're paying for "the GM might or might not roleplay NPCs as being more cooperative." Which is awful expensive at the price of reaction modifiers.
I'd prefer more player-facing rules, so that doesn't happen, but that would require something like a social combat system.
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12-08-2018, 07:09 AM | #10 | |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: When do you use Reaction Rolls?
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I would not roll for many monsters (deeming their reactions "predetermined"), though in the right dramatic circumstances I would apply the penalties from "Ridiculous Reactions" (DF11, p. 21) and let the dice direct the story. My sense of things is that players don't usually want a free pass, no matter how many points they spend. The scout doesn't really want to kill every monster in one shot; nor does the +17 bard want to charm his way past every fiend. But when they invest that many points into an ability, they expect it to be part of the story most of the time. I'm good with that. |
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