07-07-2018, 09:06 AM | #41 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Attribute levels and their meanings.
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As for the Fright Check modifiers? Um, In light of your comments above, I will try to say this in a manner that is an attempt to avoid the "gotcha" mindset. It is however, and attempt to point out why your comment may not be entirely accurate when it comes to Fight Check Modifiers AND the rules for Skill modifiers...
So, to me, they aren't the same mechanic, and should not be lumped together with Skill modifiers or a debate regarding them. They are two separate things. Just as the table for modifying skills doesn't really apply to the SPEED/RANGE table, and the -10 limit not apply to ranged combat rules. Heck, even GURPS 3e differenced the range/speed penalty modifiers for "to hit" from the Range/Speed/Size tables for sensor rules, and ruled that any sensor roll at -10 or worse is impossible. That GURPS has a body of work that spans over 30 years means that some of the material will be overlooked, forgotten, or be superceded from time to time. Take what you will of this comment, but please, do not take it as a slam against you. Expect a private message shortly... Interrupted train of thought: What I meant to say was that the Speed/Range table doesn't get applied to fright checks, and you can't modify fright checks with taking extra time to deal with the issue, etc. The Fright check modifiers are UNIQUE to fright checks and do not use the skill modifiers. As for Monster Hunters - that's a genre of its own, not applicable to say, OLD WEST, or other such genres. It isn't applicable necessarily to any of the 150 point character campaigns that might be applicable, although it might apply to characters with over 10 adventures where the GM allows them to put points into skills reaching excessively high levels. And as you point out, it only MAYBE applies in campaigns with high skill values, but note too, that the rule in the BASIC book pre-empts whether or not a character has a skill at 16, skill at 20, or even skill at 30 IF the GM so determines. Last edited by hal; 07-07-2018 at 10:11 AM. Reason: oopsie - interupted train of thought... |
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07-07-2018, 11:00 AM | #42 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Attribute levels and their meanings.
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Cinematic campaigns by their very definition, defy realism, but attempt to remain true to "Cinematic reality depicted in movies". No one would argue that in Fast and Furious - they take some SERIOUS liberties with reality - to the point of having the main character land on an oncoming vehicle approaching at 50+ miles per hour from one direction, and his flying through the air in the opposite direction at some 50+ mph - and having the love of his life land on his belly/chest with NO injuries (nor he himself sustaining any) as being anywhere NEAR realistic. What is worse, that same movie has other characters dying from a fall from less than 50 feet of an ascending plane going at less than 100 mph. So, all that behind us, with the understanding that we're talking ONLY about realistic campaigns, my question is... Are we taking into account ALL Of the possible modifiers involved here, or only the negative ones? Remember, the -10 penalty is strictly for the final result, not the overall issues inherent to the situation. To wit: Lockpicking requires a time duration per attempt of 1 minute. Taking 30 x longer at the task grants a +5 bonus. In addition, High Manual Dexterity as an advantage, even at its lowest level, is worth a further +1 bonus. Thus, a thief with a skill 18 in lockpicking, attempting to pick that fine lock, in full darkness, taking half an hour at the task, with fine manual dexterity, rolls at a penalty of -9, not -15 as stated above. We're no longer dealing with the full -10 penalty are we? Mind you, if you were a GM at the table I was playing, and you said "Sure, you can roll against your skill of 18 with a -15 penalty, go for it!" I'd roll knowing that I was unlikely to succeed with only 60 seconds into it. If I had a 20 skill, with a -15, same story. A 30 skill? Hmmm. Right there, I'd be thinking "Is this a cinematic campaign, or a realistic campaign" on a private level, and just play at the table to keep the story flowing. Who am I to argue the point during the game? For now, it may seem that I'm arguing both sides of the argument, but what I'm really saying is this: When someone says that the max penalty to a skill is set to 10, is that person really saying that the max usable penalty for a given skill is set to -10 and can even be attempted because it is too impossible? Ask that person instead. I can't put words in THEIR mouth other than to tell another "Hey, their position is not without merit". |
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07-07-2018, 01:15 PM | #43 |
Join Date: Feb 2014
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Re: Attribute levels and their meanings.
How many of us have not seen someone steering a car with their knees while eating an Egg McMuffin and talking on their cell phone in rush hour traffic? Horrendously dangerous, but it’s a real life thing that people do (successfully and unsuccessfully).
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07-07-2018, 02:16 PM | #44 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Attribute levels and their meanings.
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;) So no, I would not expect to see someone driving no handed down a road during a blizzard, trying to fire a bazooka at an enemy at the same time. |
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07-07-2018, 04:09 PM | #45 |
Join Date: Feb 2016
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Re: Attribute levels and their meanings.
The problem with the bozooka analogy is that it ignores each circumstance is a separate modifier. Driving in a blizzard should be a -10 penalty (partial blindness combined with icy roads and severe winds), driving hands-free should be a -6 penalty, and driving while aiming a bozooka should be a -4 penalty, so the total penalty for that stunt should be -20, not a relatively easy -10 (a normal person with skill 14 might actually succeed on a -10 penalty, so it is not an impossible task for a normal person, just a quite difficult task).
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07-07-2018, 07:54 PM | #46 | ||
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Attribute levels and their meanings.
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But as I said in response to your PM, I should have PMed that to you to begin with, so mea culpa, I ended up causing a miscommunication instead of heading one off. I also owed you a public response, if only to clarify what I was saying and that I wasn't making an accusation of some sort. Frankly, having to write a detailed manifesto like that every time I try to make what I think is a simple and civil point does get tiring. So I do feel you, there. But regarding: Quote:
EDITED to remove something pointless, here. But back on subject- yes, I'm aware that there is a lot of legacy and conflicting material. So, you can't really point to any one as an absolute refutation of another, right? Heck, if we're arguing legacy errata the ST/damage table should have been changed with the new edition and Kromm has tacitly acknowledged that. What I was saying- and this is going out on a limb for me as a simulationist who dislikes cinematic gaming- is that in those over the top cinematic games that fiat saying "your penalty adds up to -10, so you fail automatically despite having a skill of 32" simply does not fit the genre! Also that guidelines are, well, guidelines, and that I had interpreted the table you referred to (about -10 for the blizzard/driving/bazooka) as a very rough introduction to how to rate task difficulty for uncertain GMs rather than a limitation on how bad a penalty can be in every possible setting. Of course, now that it has been clarified that we're discussing realistic campaigns that's all sort of moot. But even then, so long as a penalty to a skill check results in at least a target of 3 then I personally have no problem letting a player roll if they want to do so, even if it was more than a -10 penalty. And good luck to them! Again, "The GM may wish to disallow..." That is a direct quote- there is no actual prohibition there. No where can I find a statement to the effect that "skill penalties cannot go worse than -10, because such tasks are simply impossible." And, yes, it may exist but I just have not found it. If so, let me know. It's not like I'm doing some sort of detailed definitive search of Holy Writ, here. And as has been pointed out the example given was a poor one, anyway. That would be a much higher penalty. Well, then there is certainly a point to be made that no realistic human could pilot a helicopter through a Cat 5 hurricane, unless they could fly over the weather system, but I don't think that any helicopters can do that- I would have to research it. That would be kind of like the "you die, no save" answer to how much damage you take when you fall into lava. :) That's not really a single-roll type of task, anyway. It's more like how you have to roll often when you're driving or running in very bad conditions. I would probably model that as "roll against piloting at -10 every minute". Or even better "roll against piloting at -1, then at -2 a minute later, and -3 a minute after that..." and so on, increasing the penalty every minute as the helicopter goes deeper into the storm to at least hint to the player that s/he is engaged in a Very Bad Idea.
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 07-07-2018 at 09:34 PM. |
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07-08-2018, 07:16 AM | #47 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Attribute levels and their meanings.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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07-08-2018, 07:53 AM | #48 |
Join Date: Feb 2016
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Re: Attribute levels and their meanings.
Driving a car hand's free should be like driving a car with No Fine Manipulators, since you would be driving with your knees.
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07-08-2018, 03:03 PM | #49 | ||
Join Date: Apr 2005
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Re: Attribute levels and their meanings.
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Example: Nurse: Diagnosis-12, Pharmacy-12, Physician-12, First Aid-12. Doctor: Diagnosis-15, Pharmacy-15, Physician-15, First Aid-12 (unless you're an ER doc or nurse, then it goes to 15). Quote:
With Quad ST, ST ranges for humans get heavily compressed. ST 14 should be about the human maximum, with levels of Lifting ST and Lifting skill used to model weightlifting feats. |
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07-08-2018, 03:17 PM | #50 | |
Join Date: Apr 2005
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Re: Attribute levels and their meanings.
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Hands-Free Vehicle Control Hard Defaults to Default Skill-5 Cannot Exceed Default Skill-2 You can briefly control a vehicle with your legs, elbows, and/or some other body part, allowing you to use your hands for some other task. Under routine conditions, where you're traveling along a more or less straight and level course, roll vs. this technique once per minute to retain control of your vehicle. In more demanding conditions, roll vs. this technique every second! Likewise, how about a Perk which lets you reduce skill penalties for driving in difficult conditions, but only to avoid a crash or similar problems? It would be a bit like the Surefooted Perk. Bad Weather Vehicle Control Must Specialize 1 point per level You have experience controlling your vehicle in difficult climatic conditions, such as high winds, mud, rain, and snow. For Each level of this perk reduces skill penalties due to adverse conditions by one level, down to a minimum of half the normal penalty. |
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