12-12-2019, 11:11 AM | #21 |
Join Date: Jul 2007
Location: West Virginia
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Re: Rules you'll import into your next GURPS Game.
I'd just import a system you like wholesale and see how it works and fails to work. Then you'll see how to adapt it.
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Per Ardua Per Astra! Ancora Imparo |
12-12-2019, 11:32 AM | #22 |
Join Date: Dec 2019
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Re: Rules you'll import into your next GURPS Game.
I found this in a D&D blog of some kind, and adapted it to GURPS.
Telling Unbelievable Truths: Sometimes the truth is stranger than fiction. When trying to convince a subject of something that’s true but difficult to believe, the GM rolls a Quick Contest between your Fast Talk skill (or whatever skill is appropriate to the situation) versus the subject’s Detect Lies skill (or whatever skill is appropriate to the situation), modifying the subjects Detect Lies in the following manner: 1. Determine the subject’s relative skill level (IQ+2, Per+1, Body Language-4, etc.) 2. If the subject’s relative skill level is positive, change it to negative (IQ+2 becomes IQ-2. Body Language-4 stays the same). If you win the Quick Contest, the subjects believes you, if you lose, the GM may lies about whether or not the subject believes you. I’ve had good results with this system. Characters that are good at determining the truth believe you, characters that are easy to lie to still believe you, and characters in the middle are a coin flip. Importantly, players that are bad at lying still have a chance at convincing others to believe the truth. Of course, you’d only use this rule if you want some roll-play with your role-play, but with a little ingenuity, you can adapt it to other things too. For instance, I’ve tweaked let players have others craft for them. Players roll an IQ based crafting skill (or combat, maybe, if they’re ordering a weapon) versus the craftsperson’s crafting skill with the craftspersons relative skill negated (negative becomes positive, in this case). In terms of roleplay, the player describes what they want; if they do a good job describing it, and the craftsperson is highly skilled, they get what they want. |
12-12-2019, 11:51 AM | #23 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Rules you'll import into your next GURPS Game.
Quote:
Its still a good idea, it just might need some tweaking.
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12-12-2019, 12:07 PM | #24 |
Join Date: Aug 2009
Location: Poland
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Re: Rules you'll import into your next GURPS Game.
Or you could just reverse margin of success and failure for the listener. If they roll bad, with 4 as a margin of failure, the talker needs to succeed by 5 to convince them. If they roll well, say, 3 successes, the talker may fail by 2 and still convince them.
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12-12-2019, 04:37 PM | #25 | |
Join Date: Dec 2019
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Re: Rules you'll import into your next GURPS Game.
Quote:
You could come up with a way to pivot it around 12 (or maybe 10; 10 is nice because it’s right at the half way point, but it might end up a bit too easy).If their final skill level is some value X that is higher than 12, treat their new skill as 24-X. This would be equivalent to a skill of 12+N turning into 12-N. And don’t let the final skill go below 6, or something. That might be a more elegant solution. Last edited by LukeXanten; 12-12-2019 at 04:41 PM. |
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