10-16-2016, 01:51 PM | #11 | |
Join Date: Oct 2008
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Re: I try 'til I succeed
Quote:
Unwavering Skill mastery: You can always take 11 instead of rolling a skill check when used outside of combat and not used at reduced time as long as you have at least 4 points in the skill.[5] |
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10-16-2016, 03:30 PM | #12 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: I try 'til I succeed
Quote:
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10-16-2016, 06:02 PM | #13 | |
Join Date: Sep 2007
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Re: I try 'til I succeed
Quote:
Spending extra time might be worth a small bonus, but re-rolling is not a small bonus. |
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10-16-2016, 09:48 PM | #14 |
Join Date: Sep 2004
Location: Chicago
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Re: I try 'til I succeed
I allow Extra Time/Haste for a bonus/penalty to skill as RAW. Players declare that before rolling. I then look at the Margin of Success and reduce actual time use by 5% per point of success. I don't tell the players how long their actual effort will take. Failure takes the full time (usual task time plus Extra Time if taken).
So, if a character wants to hurry through picking a lock (normally 1 minute per attempt) by taking a -5 penalty to reduce the time by 50% (30 seconds). I then reduce the actual time taken by 5% (1.5 seconds) per point of margin of success. If the roll fails, it takes 30 seconds but they can try again. In the case of picking locks I've usually allowed Critical Successes to halve the time needed (after the Margin of Success reduction); Critical Failures have resulted in picks broken off inside of locks -- thus losing the equipment bonus (until replaced) and adding an additional penalty to all subsequent attempts. |
10-17-2016, 05:56 AM | #15 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: I try 'til I succeed
IME IRL trying to search quickly (hoping to find the thing any second now), again and again and again, is less likely to produces a success than searching slowly and deliberately (with an expectation to spend quite a bit more of time on a full cycle).
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alternate rules, time spent |
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