04-12-2011, 03:09 PM | #1 |
Join Date: Apr 2005
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Quick contests and critical rolls and wearing down resistance
Question: Do criticals count on quick contests, or is it just a straight value - I beat my target number by X, regardless of it being a critical?
Question #2: If you are casting a spell on someone, is beating their resistance rolls on a spell just inevitable? ex: Abe has the Possession spell at level 20. Ben is tied up and can't escape. Is it just a given that Abe will eventually gain possession of Ben? Abe has the means and opportunity to do this for several hours. Not that it matters, but Abe is the player; Ben is the NPC. Thanks for your advice |
04-12-2011, 03:38 PM | #2 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Quick contests and critical rolls and wearing down resistance
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04-12-2011, 03:44 PM | #3 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Quick contests and critical rolls and wearing down resistance
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04-12-2011, 04:05 PM | #4 |
Join Date: Dec 2006
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Re: Quick contests and critical rolls and wearing down resistance
Shouldn't the -1 for repeat attempt apply if a good break is not being taken between each attempt (Like a day)?
So it could quickly become unlikely and DANGEROUS (increased chance of critical failure) for Abe to keep trying to take control of Ben in one sitting. Now if several hours turned into 'several days' then I would say it's pretty inevitable; but then you have the much harder problem of 'how do you keep someone bound and helpless for days without killing them' (doubly so if the someone in question has enough willpower to resist several attempts at possession by someone with skill 20!). |
04-12-2011, 04:27 PM | #5 | |
Join Date: Feb 2008
Location: The Athens of America
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Re: Quick contests and critical rolls and wearing down resistance
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Unless they have an Escape skill it should be fairly easy. Or you could invest more cash and go with chains...
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04-12-2011, 04:34 PM | #6 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Quick contests and critical rolls and wearing down resistance
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04-12-2011, 04:45 PM | #7 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Quick contests and critical rolls and wearing down resistance
Well, spells give a lot faster and more reliable information than interrogation, but that's just a matter of how those spells are designed, GURPS Magic is really long on the plot-breaking spells. To avoid the situation, just make sure that anyone useful doesn't get captured (intact, at least).
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04-12-2011, 04:54 PM | #8 | |
Join Date: Nov 2009
Location: Oregon
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Re: Quick contests and critical rolls and wearing down resistance
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04-12-2011, 07:55 PM | #9 | |
Join Date: Dec 2006
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Re: Quick contests and critical rolls and wearing down resistance
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Further rope WILL cut off circulation to the limbs if tied tightly enough to prevent escape (remember the captured persons life DOES depend on escape, they can take extra time, and they can alternate between straining the ropes and attempting to slip them, so even lacking the escape skill they will be rolling at DX/ST+2 or so) as well as leaving lurid marks in the skin. Since the desired end result is possession I don't think the mage will be happy with a subject with 4 crippled limbs, bleeding wrists and ankles, malnourished and mad from exhaustion/overexertion with bed sores and ulcers from wallowing in there own filth. |
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04-13-2011, 03:28 AM | #10 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Quick contests and critical rolls and wearing down resistance
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