05-21-2019, 04:51 PM | #61 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Problem with Stealth?
Quote:
Fortunately, I believe that as long as GURPS rules are understood to apply to adventuring conditions and under less adverse circumstances, much fewer rolls should be called for, GURPS rules are not unrealistic in making failure reasonably common and catastrophic failures sometimes unavoidable. A pretty common thread in memoirs by people who have served in Special Operation Forces is the huge role played by Mr. Murphy. Things that seem trivial in private life or even training catastrophically fail when the stakes are life and death. Things that PCs do tend to be analogous to special operations, i.e. a small team of experts with limited support available to them on-site attempting challenging tasks where there is a risk of injury and death. Conventional military forces, law enforcement, rescue workers or other groups that also might face life-and-death challenges tend to have much more manpower available at the scene than a small group of PCs. So, I don't have a problem with a critical failure on a Stealth roll being an unfortunate and potentially catastrophic mistake, like knocking down a heavy object, stumbling on something or stepping on a branch. While people under no pressure rarely encounter such mishaps, actual trained SOF personnel do, in real life, when the stakes are high enough. And I wouldn't be calling for an unmodified roll in 'adventuring time' unless they were.
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05-21-2019, 05:33 PM | #62 | |
Join Date: Jul 2015
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Re: Problem with Stealth?
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The problem today is that I think about doing something, and then I play through it in my head, wondering if it's even feasible. In order to know my risks and chances of success, I need to know how the rules are played. Otherwise, I end up dead on my first night playing with my first character and my first turn (true story). |
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05-21-2019, 09:59 PM | #63 | ||
Join Date: Mar 2014
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Re: Problem with Stealth?
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I don't think this fits even for "movies or novels where exciting things happen". Rather there it is often the case that such embarrising failures don't happen for skilled characters unless there is a good reason for it (such as being drugged or something, which would be represented as a penalty to rolls in GURPS). They might not even have any normal failures! Every attack of the skilled swordsman hitting unless the opponent makes a successful defense etc. The exiting things which tend to happen are things outside their control. Quote:
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05-22-2019, 01:56 AM | #64 |
Join Date: Mar 2006
Location: Iceland*
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Re: Problem with Stealth?
Not really, as Job Rolls specifically don't receiive a positive TDM, because they represent a whole month of rolls.
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05-22-2019, 05:46 AM | #65 |
Join Date: Feb 2016
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Re: Problem with Stealth?
Positive dice modifiers for time really should not be given in the majority of cases. For example, someone who is Driving from point A to point B should only get +1 to Driving for taking extra time if they really do take twice as long to get there (having to pull over for directions does not count). Jobs should really be considered to require the full time required (including the break periods required to maintain productivity), with people who spend less time either doing less work or doing work more quickly (both of which should suffer negative time dice modifiers).
For example, a character with Physician-18 gets a job as a doctor while still maintaining an adventuring lifestyle. They can try working twice as fast or working half as hard in order to free up 20 hours a week of time, but they would receive a -5 to skill either way. In both cases though, I would also inflict an equivalent reaction penalty on them from their coworkers, clients, and bosses, as they would be seen as shirking their duties and/or neglecting their work. Of course, the margin of success on a job could be a measure of efficiency, with freelance people doing more work while regular workers work less hard, so it is better to work efficiently than to work quickly. |
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