10-20-2011, 02:53 PM | #11 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Dodge-able, Irresistible Afflictions
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Ironically, I did have an extended discussion with Sean about the (VERY, VERY!) minimal difference between QC and Resistance roll that they actually intended in the Basic Set. In most cases, the two are indistinguishable by design intent! Anyway, it was eye-opening to me at the time. As was that in 80% of the cases, QC vs Attack/Defense wasn't that big a deal. Sorry for the OT posts, then.
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10-20-2011, 03:29 PM | #12 | |
Join Date: May 2008
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Re: Dodge-able, Irresistible Afflictions
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I did my own (probably far less professional or reliable) comparison, basically computing the odds of success in a quick contest context (measuring the attacker's likelihood of succeeding at anywhere from -5 to +5 of the defender's modifier), and also measuring success percentages for attack/defense rolls. They were nothing at all alike. This goes along with the common intuition that changing combat from attack/defense rolls to a quick contest makes a BIG difference in how often defenders get hit. Something's off somewhere. Most likely, I am fundamentally misunderstanding you. Can you re-explain? (. . . as we pull the thread further O.T.) |
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10-20-2011, 03:41 PM | #13 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Dodge-able, Irresistible Afflictions
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 10-20-2011 at 04:21 PM. |
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10-20-2011, 04:14 PM | #14 |
Join Date: Jul 2007
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Re: Dodge-able, Irresistible Afflictions
Another question, and one that might make it hard to model this off Malediction...
What if the quick contest effect itself doesn't take range penalties? The roll to hit with the spell's projectile takes penalties, but the effect itself isn't affected by those range penalties - or instead takes the +3 per 1/2D range to the defense roll in QC like an affliction's resistance roll. EDIT: Or would this be a cause for using Malediction 3 as the base for longer-ranged spells? Last edited by Adelus; 10-20-2011 at 05:21 PM. |
10-20-2011, 04:20 PM | #15 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Dodge-able, Irresistible Afflictions
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One quick note: my question that I modeled wasn't really "how often do defender's get hit?" it was "how often would a QC produce a different result than an attack/defense roll," which is not really the same thing.
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10-20-2011, 04:26 PM | #16 |
Join Date: May 2008
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Re: Dodge-able, Irresistible Afflictions
For my work, it was the same: attacker hits if he wins QC, and attacker hits if he succeeds on attack roll and defender fails on defense roll. I'm not sure how one would consider it differently, but I'll take the discussion to the new thread. :)
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10-20-2011, 08:21 PM | #17 | |
Join Date: Jun 2008
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Re: Dodge-able, Irresistible Afflictions
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10-21-2011, 04:32 AM | #18 | |
Join Date: Jul 2007
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Re: Dodge-able, Irresistible Afflictions
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Taking 1/2D 10 and Max 100 as the base for this altered Malediction 2, we could just rule out applying the range penalties to the Will roll by fiat since we're getting the range penalties applied to the attack roll. However, its a lot easier to get those penalties on the attack roll removed through actions like Aim and having access to advantages like Telescopic Vision, so I'm not sure its entirely fair to simply write off the penalties either. |
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10-21-2011, 08:02 AM | #19 |
Join Date: Sep 2004
Location: Canada
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Re: Dodge-able, Irresistible Afflictions
It's also a lot easier to run into situations that give you penalties too - lighting, bad/obscuring weather, footing, target size and speed, and so forth all impact To Hit rolls and don't impact Malediction-based Quick Contests. Heck, the base Malediction doesn't even require line of sight/line of fire to the target - your to-hit roll will.
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Tags |
affliction, cosmic, damage resistance, irresistible attack, malediction |
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