Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 11-03-2018, 04:51 PM   #31
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Reducing many rolls to fewer rolls

Quote:
Originally Posted by AlexanderHowl View Post
I have known enough runners to have seen a lot of crippling injuries over the years (sprains, torn muscles, popped ligaments, snapped bones, blown tendons, etc.).
A critical failure, for a normal person, will occur an average of once per 13.5 minutes. People don't hurt themselves badly that often.
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Old 11-04-2018, 01:12 AM   #32
Daigoro
 
Daigoro's Avatar
 
Join Date: Dec 2006
Location: Meifumado
Default Re: Reducing many rolls to fewer rolls

Quote:
Originally Posted by Anthony View Post
A critical failure, for a normal person, will occur an average of once per 13.5 minutes. People don't hurt themselves badly that often.
Indeed. The crit failure mechanic works fine for moments of dramatic tension, such as in combat, and thus when used sparingly, but it breaks down when it's applied to large numbers of rolls. Following the logic that crit fails in occur in 1/216 instances of someone making a "attribute/skill check" in a real life simulation would mean planes constantly falling out of the sky.

In the case where one is trying to simulate many rolls with just one or two suitably adjusted rolls, the crit fail occurrence would have to be suppressed to avoid the case of anyone doing anything for a long time automatically resulting in crit fails (and crit successes for that matter).
__________________
Collaborative Settings:
Cyberpunk: Duopoly Nation
Space Opera: Behind the King's Eclipse
And heaps of forum collabs, 30+ and counting!
Daigoro is offline   Reply With Quote
Old 11-04-2018, 04:11 AM   #33
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Reducing many rolls to fewer rolls

The average person will collapse from exhaustion long before they critically fail on a sprinting check and, with an average of 3.5 points of damage, they will only cripple their leg once every six times (crippling damage must exceed HP/2), with the other times just resulting in an injury that should slow them down. In this case, I would use the rules for partial damage to limbs, even if you would normally not do so, to simulate the realistic impacts of lesser injuries.
AlexanderHowl is offline   Reply With Quote
Old 11-04-2018, 08:45 AM   #34
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: Reducing many rolls to fewer rolls

Quote:
Originally Posted by Fred Brackin View Post
Common Sense complicates these calculations because it would tell the PC to stop and rest after 9 failures. :)

That adds 5 minutes for recovery of 1 FP but keeps the PC at full speed long enough to make it.
Adds closer to one minute:
Quote:
Originally Posted by Kromm View Post
A trained jock with Fit and Breath Control (which in 4e is the totally realistic skill of pacing yourself) can get back 1 FP per minute (1 per 2 minutes with Breath Control, doubled for Fit).
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:08 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.