08-26-2019, 10:50 PM | #91 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Translating the concept of HP from D&D (and the like) to GURPS
Quote:
"The extraordinary event must be, by definition, rare. Low-probability events can be found in Figures 1b and 1c, where the height of the curve is low: the long tails on both sides of the bell curve, and the long tail on the high (right) end of the asymmetric curve. Both curves have a long right tail; in game terms, this means high damage with a low probability." But realize when we are: 1985. A year before GURPS. The problem with the article is it didn't really hit the d20 problem on the head and went a little too much into the mathematics. It should have extolled the advantages of a bell curve with regards to combat but it went off into the tangent of divided die rolls (created by dividing the result of one roll by another roll) with regards to damage which wasn't on anybody's radar that I knew of. Dragon magazine is full of stuff like that. Potentially good ideas that go off into dead ends because the author lost focus or wandered off on some tangent that was so minor that it was about as useful to the general playing community as an ice maker in Antartica. Every so often you run into a few rubies and diamonds but you have to go through a lot of crud to find them. Last edited by maximara; 08-26-2019 at 10:59 PM. |
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