10-18-2020, 08:25 PM | #1 |
Join Date: Jun 2018
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GURPS + 4DF
I think it would be fun to use Fudge Dice for action resolution in GURPS. I enjoy tinkering with systems and thought this would be fun to try. Probabilities are all out of whack. Not suitable for those that like their GURPS the way it is.
Action Resolution 1. Roll 4DF and add your skill (Lockpicking 12 for instance). If you total is 10+, you succeed otherwise you fail. 2. Opposed actions have both sides roll and compare their totals. The higher total succeeds at their action. You or your opponent needs at least a 10+ to succeed. Combat 1. Roll 4DF+Dex for Initiative or you could use Move. My preference is Dex. 2. Roll to hit using your weapon skill. 3. Roll to defend using parry, block or dodge. 4. If the attacker rolls >= opponent, than she hits. And the winning roll must be 10+. Damage 1. Base weapon damage = Average weapon damage round up. 2. Ex. 2d-2 = 7 (average of 2 dice) - 2 = 5 base damage 3. Roll 4DF and add base damage. 4. Apply this to hit points after subtracting armor. Special Considerations 1. 4 +'s - Auto success (like rolling a crit if you want) 2. 4 -'s - Auto fail (or a fumble) 3. Combat To Hit - 4 +'s = Double base damage and ignore any - when rolling damage. |
10-18-2020, 08:31 PM | #2 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: GURPS + 4DF
What are fudge dice?
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10-18-2020, 09:20 PM | #3 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: GURPS + 4DF
Six-sided dice with two sides marked '-', two marked '+', and two marked '0'. Rolled 4dF is equivalent to rolling 4d3-8.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
10-18-2020, 11:56 PM | #4 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: GURPS + 4DF
In that case 4dF doesn't have enough swing to provide a comfortable pass/fail space for skill rolls. Assuming that ++++ always succeeds and ---- always fails, this leave a pass/fail zone of just +3/-3 from whatever target number is set. If the target number is 10 then any effective skill of 13+ always succeeds (except on a ----) while an effective skill of 7- always fails (except on ++++). In order to get a pass/fail zone more in line with GURPS you'd need to roll something like 8 or 10 dice, but then you're drastically flattening the bell curve mechanic of GURPS.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
10-19-2020, 08:37 AM | #5 |
Join Date: Sep 2007
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Re: GURPS + 4DF
Not usually a FUDGE / FATE assumption as far as I've seen, but if you're trying to be GURPSish you'll certainly need the crits.
If you want to match the percentages, it's even a bit worse. +4 / -4 is a ~1.23% chance on 4dF. Taking +/- 3 or 4 as crits gets you over 6%, a closer match to the 3-5 range (if a little high). But then you'd only have a useful range for the success spectrum or MoS of -2..+2. To really match GURPS, you'd also need a rule that dropped the 3's as crits and just used the fours at low enough skill to parallel the "ten over/under" rule in GURPS. |
10-19-2020, 09:44 AM | #6 |
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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Re: GURPS + 4DF
How much range do 5Df or 6DF get you?
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10-19-2020, 01:15 PM | #7 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: GURPS + 4DF
Every die adds +/-1 to the possible range, but it also makes getting the maximum +/- roll less and less likely. 6DF gives you a range of +/-6, but the chances of rolling 6+ or 6- are 0.13% (1 in 729), which is considerably lower than a GURPS Critical (3&4 or 17&18 are 1 in 54 or about 2%).
So now you need to consider expanding the critical range if you're using Fudge Dice, which reduces the effective range of other possible outcomes. The more dice you add the more the bell curve pushes outcomes to the middle results, too. Adding two more dice just pushes my earlier example out two more values; so with a Target Number of 10 an automatic success, barring a critical failure, will happen if the skill is 15+, while an automatic failure is at 5-. However, at skill 14 the chances of rolling a -5 and getting a normal failure is just 6 in 729, or about 0.8% (note: not 8%, 0.8%). To get something close to the GURPS skill ranges as far as expectations of success go you'd need something like 10DF, and on that many dice a roll of +/-6 or greater comes up less than 2% (so you're looking at setting the critical success range at any roll of 6+ and critical failure of any roll of 6-). Code:
Value Permutations % Chance -10 1 0.00% -9 10 0.02% -8 55 0.09% -7 210 0.36% -6 615 1.04% -5 1452 2.46% -4 2850 4.83% -3 4740 8.03% -2 6765 11.46% -1 8350 14.14% 0 8953 15.16% 1 8350 14.14% 2 6765 11.46% 3 4740 8.03% 4 2850 4.83% 5 1452 2.46% 6 615 1.04% 7 210 0.36% 8 55 0.09% 9 10 0.02% 10 1 0.00% Total 59049
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
10-19-2020, 04:48 PM | #8 |
Join Date: Jun 2013
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Re: GURPS + 4DF
One possibility to expand things out would be to use exploding dF’s. Each + you roll gets rerolled, staying a + on a roll of - or 0, but becoming 2 +’s and rerolling again on a +. A - would be treated similarly. Rolling 1dF exploding means a result of 0 33% of the time, a +1 or -1 22% of the time each, a +2 or -2 7.4% of the time each, and so forth. I think rolling something like 3dF exploding might give a curve that isn’t quite so steep, but I’ll leave it to someone else to work out the math on that.
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10-19-2020, 06:44 PM | #9 | |
Join Date: Jun 2010
Location: Dreamland
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Re: GURPS + 4DF
Quote:
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10-19-2020, 11:00 PM | #10 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: GURPS + 4DF
Quote:
Honestly, IMO it just changes the core GURPS mechanic too much. If you're looking to do something different I recommend checking out my article on Polyhedral GURPS for inspiration on how to use your D&D shinys with GURPS. These change the core mechanic far less, but allow you to use your fun dice.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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