04-19-2018, 05:25 AM | #51 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: High defenses in 4th edition
Televraphic Attack specifically does not increase the chance of critical success.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
04-19-2018, 05:30 AM | #52 | |
Join Date: Jan 2010
Location: Brighton
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Re: High defenses in 4th edition
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*I did it as follows: Skill roll %chance MoS Mos*%Chance 14 18 0.46% 0 0 14 17 1.39% 0 0 14 16 2.78% 0 0 14 15 4.63% 0 0 14 14 6.94% 0 0 14 13 9.72% 1 0.0972 14 12 11.57% 2 0.2314 14 11 12.50% 3 0.375 14 10 12.50% 4 0.5 14 9 11.57% 5 0.5785 14 8 9.72% 6 0.5832 14 7 6.94% 7 0.4858 14 6 4.63% 8 0.3704 14 5 2.78% 9 0.2502 14 4 1.39% 10 0.139 14 3 0.46% 11 0.0506 Total n/a 99.98% n/a 3.6613 (edit sorry can't do tables) That's just straight MoS against Skill ignoring the other person's MoS's it's pretty much the same as yours (so see below) **your 1.68 figure was the expected average MoV for the attacker calculated as the total of the probability of all positive results for the attacker - the defenders MoS where the net result was still positive for the attacker. Which is I think is what Case 1 should be? Actually I think it make sense that 1.68 / 0.45 = 3.73 as that 0.45 is the constant chance of the attacking winning by 1+ MoS (whis is the same as the defender getting 1 or less MoS than them) not just over all but also as an average for each combination of results, so it takes into account the Defenders MoS when there are less by 1+ (i.e I think you have to apply it not just when deciding does the Attacker win over all, but also when calculating the average MoS the attacker wins by when they win) I think the problem here is this isn't a symmetrical field of probability, you have subdivisions within it where different rules apply for the end result. e.g Defender wins by more, the MoV doesn't matter for calculating expected net result, but the attacker wins by more then MoV des matter for calculating expected net result Look at it this way if you are saying the 3.73 figure includes the limiting effect of the defenders of equal skill's MoS, then by definition that means you think just on a straight unopposed Skill test against 14 the average MoS will be rather greater than 3.73, because the effect of any MoS by the defender reducing it is removed. Is this the case? If it is, what is your figure for calculating just the average MoS on just a straight unopposed Skill check against 14? Last edited by Tomsdad; 04-20-2018 at 03:43 AM. |
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04-19-2018, 05:46 AM | #53 | |
Join Date: Jan 2010
Location: Brighton
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Re: High defenses in 4th edition
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Skill 43 (basic parry 24) -26 Deceptive attack = no change in hit chance but drops parry to 13. Last edited by Tomsdad; 04-19-2018 at 05:55 AM. |
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04-19-2018, 10:07 AM | #54 | |
Join Date: Apr 2005
Location: France
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Re: High defenses in 4th edition
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OK. They don't have it, except Ambush Predators, which have Technique Mastery (Springing Attack). |
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04-19-2018, 01:41 PM | #55 | |
Join Date: Feb 2005
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Re: High defenses in 4th edition
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When the game specified that (shooting) skill 14 is equivalent to a federal agent and 18 is the best of a generation... I realize things are different in DF but that isn’t regular GURPS.... |
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04-19-2018, 03:43 PM | #56 | |
Join Date: Oct 2008
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Re: High defenses in 4th edition
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--- The campaign is started at 100 points+disads and is currently are at 3118-3483 points for the characters. The basic point award is one point/hour of play and then some bonus points for completed quests. We had session 302 today and a typical session is 8-9 hours with few longer ones. The whole campaign is about 60% though the story arc of how after the end of the second era new gods rose to fill in the ranks to replace the gods killed in the cataclysmic wars at the end of it. They are currently in early minor godhood with the two top ones having slightly more than 10 000 followers so a lot of the points are in things like allies and such. |
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04-19-2018, 03:46 PM | #57 |
Join Date: Oct 2008
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Re: High defenses in 4th edition
Deceptive attacks, feints+deceptive attack combos, ganging up on enemies, flanking, magic debuffs, disappearing in plain sight to try to attack unseen, attack types that do not allow parry and much much more...
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04-19-2018, 09:02 PM | #58 | |
Join Date: Nov 2009
Location: GMT-5
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Re: High defenses in 4th edition
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04-19-2018, 11:40 PM | #59 |
Join Date: Dec 2006
Location: Meifumado
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Re: High defenses in 4th edition
Whoops, so it doesn't. Might have to look at Committed Attacks then instead.
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04-20-2018, 12:16 AM | #60 | ||
Join Date: Jan 2010
Location: Brighton
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Re: High defenses in 4th edition
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Quote:
heh, I guess you need to fling it all at defences like that! Last edited by Tomsdad; 04-20-2018 at 02:30 AM. |
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