04-05-2017, 07:03 PM | #41 |
Join Date: Dec 2007
|
Re: The Rules of 14, 16, & 20
The rule of 20 is less about game balance than simulationism. Reed Richards has a superhuman intellect. Any actual IQ skill he has is up around 30. He just spends a point and he's that good. But he isn't that good at intellectual pursuits that he has simply never paid any attention to learning like the arts, history or social skills. Don't mistake me, he's good, he's just not inhumanly good the way he is at rocket design, physics, biology, chemistry, mathematics, electronics....
|
04-06-2017, 12:14 AM | #42 | ||
Join Date: Mar 2014
|
Re: The Rules of 14, 16, & 20
Quote:
It could be over the top. Will 20 does after all only cost 50 points. Either way, I did not write that someone with Will 20 would react the same to all fright checks. Just that someone with sufficently high Will+Fearlessness (which would be 23+ for a -10 penalty) would. Quote:
|
||
04-06-2017, 04:54 AM | #43 |
Join Date: Aug 2004
Location: Wellington, NZ
|
Re: The Rules of 14, 16, & 20
If high defaults off high stats bother people, they might want to consider By Default, in Pyramid 3/65, by Doug Cole. Essentially, defaults (and skills in general) are based off stat/2+5, greatly reducing the effect of high stats on defaults.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
04-06-2017, 05:08 AM | #44 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: The Rules of 14, 16, & 20
Quote:
Currently, the work area of GURPS competence levels is 3-18. There's usually some amount of demand for tasks which range from "you've got no chance of succeed at this" to "don't bother rolling, you're sure to succeed" depending on which of the party members tries to perform the task. But if we restrict attribute levels to the 8-16 range (for example), we cannot satisfy that demand. In fact it's already somewhat hard to satisfy with the 8-20 attribute range. |
|
04-07-2017, 12:51 AM | #45 | |
Join Date: Sep 2009
Location: Los Angeles
|
Re: The Rules of 14, 16, & 20
Quote:
|
|
04-07-2017, 01:05 AM | #46 | ||
Join Date: Sep 2009
Location: Los Angeles
|
Re: The Rules of 14, 16, & 20
Quote:
Quote:
|
||
04-07-2017, 09:22 AM | #47 | |
Join Date: Jun 2006
|
Re: The Rules of 14, 16, & 20
Quote:
Arguments for or against their realism are disguised discussions about the lack of realism of that. If you are going to resolve stuff with dice and simple math, and not continuous probability functions with modifiers that change the function in ways that will require at least integration to compute your new odds, expect to end up either needing rules of this sort, having to live with the occasional clearly unrealistic result, or both.
__________________
-- MA Lloyd |
|
04-07-2017, 02:12 PM | #48 | ||
Join Date: Jun 2013
|
Re: The Rules of 14, 16, & 20
Quote:
Quote:
I don't know the actual probabilities of people suffering from the equivalent of a failed Fright Check, of course, but at least narratively, having everyone have at best a duality between "no chance of failure" and "one in six chance of failure" seems extremely odd, and I don't really see any benefit to it. In terms of game mechanics there might be a balance issue that Rule of 14 helps with, however (I personally don't think so). |
||
04-07-2017, 09:14 PM | #49 | |
Join Date: Nov 2012
Location: Australia WA
|
Re: The Rules of 14, 16, & 20
Quote:
Almost no one goes to a funeral and triggers a fright check, that isn't unusual or frightening; you'll find a lot of people there sad, overcome with emotion etc., but terrified? No. So someone with a very high resistance to Fright Checks should have most of them handwaved, not because of a strictly mechanical effect, but because that character probably just doesn't find many things truly unnatural or frightening. |
|
04-08-2017, 04:11 PM | #50 |
Join Date: Feb 2016
Location: Melbourne, Australia (also known as zone Brisbane)
|
Re: The Rules of 14, 16, & 20
|
Tags |
rule of 14, rule of 16 |
|
|