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Old 04-28-2013, 02:22 PM   #1
JCurwen3
 
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Default Complementary Skills Houserule For High Skill

I've considered a houserule modification to Complementary Skills from Action 2: Exploits, p. 5.

To give a greater benefit to high levels of the complementary skill, instead of a flat +1 for success and +2 for critical success, I'd change it to +(Skill / 10) for success and +(Skill / 5) for critical success.

This wouldn't change the results for skill levels between 10 and 14. From 15 to 19, critical success would be improved to a +3, but success would still get you only +1. From 20 to 24, success will give you +2, +4 for critical success. And so on.

However, for skill 5-9 you'd only get a +1 from critical successes, and under skill 5 you don't get a chance for a complementary skill bonus at all, which makes sense to me.

Any pitfalls? Does this seem reasonable?
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Old 04-28-2013, 02:28 PM   #2
vicky_molokh
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Default Re: Complementary Skills Houserule For High Skill

Seems reasonable, but almost too weak to notice. Not going to break anything.
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Old 04-28-2013, 02:33 PM   #3
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Default Re: Complementary Skills Houserule For High Skill

I have been toying with a version that depends on margin of success rather than pass/critical.

I am thing +1/5 or part there of, +1 for critical.

So skill 12 rolls a 4.
He gives +2 for pass by 8 and +1 for critical.
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Old 04-28-2013, 02:43 PM   #4
Peter Knutsen
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Default Re: Complementary Skills Houserule For High Skill

Quote:
Originally Posted by JCurwen3 View Post
Any pitfalls? Does this seem reasonable?
It sounds okay. Giving more bonus for very high skill is good.
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Old 04-28-2013, 02:45 PM   #5
Peter Knutsen
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Default Re: Complementary Skills Houserule For High Skill

Quote:
Originally Posted by Mathulhu View Post
I have been toying with a version that depends on margin of success rather than pass/critical.

I am thing +1/5 or part there of, +1 for critical.

So skill 12 rolls a 4.
He gives +2 for pass by 8 and +1 for critical.
I've always disliked having to calculate MoS, in any roll mechanic. It slows down play. So I'd be more supportive of a CSR-mechanic that doesn't involve MoS.

By the way, is CSR an integral part of GURPS jargon by now? If not, should it be?
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Old 04-28-2013, 07:36 PM   #6
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Default Re: Complementary Skills Houserule For High Skill

Quote:
Originally Posted by vicky_molokh View Post
Seems reasonable, but almost too weak to notice. Not going to break anything.
I'm with Molokh. This is a small change that adds a modest amount of complexity for a slightly greater range of effect. It does so well, but I don't think the change is significant enough to justify using it (strictly speaking IMO, of course).
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Old 04-30-2013, 01:07 PM   #7
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Default Re: Complementary Skills Houserule For High Skill

I've decided to use a small variation on this concept. Simply put, if your effective skill is over 16 and you succeed on a complementary skill check by 10+, you receive a +2 bonus to your master skill. If you also critically succeed, you get a +3 bonus.

So, same idea, IMO simpler execution.
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