12-22-2020, 09:30 PM | #11 |
Join Date: Mar 2016
|
Re: Cosmic: Always rolls a 10 (+xx%)
|
12-23-2020, 12:46 AM | #12 |
Join Date: Feb 2016
|
Re: Cosmic: Always rolls a 10 (+xx%)
A '3' is almost always a critical success, which often has beneficial effects beyond the margin of success.
|
12-23-2020, 06:47 AM | #13 |
Join Date: Aug 2007
Location: Vermont, USA
|
Re: Cosmic: Always rolls a 10 (+xx%)
You can get a margin of success greater than 0 with normal NDRR, you're just guaranteed at least MoS zero:
"If your ability’s effectiveness is based on your margin of success (e.g., Maledictions, Mind Reading), roll anyway to determine that margin; if you fail, treat it as success with a margin of 0." (Power-Ups 6, p. 8) It's not an automatic "Take 3", but it still allows margin of success. A "Take 10" mechanic allows you to plan on guaranteed margins, but you still need to work to get them (getting close to your foe to reduce ranged penalties, seeking advantageous conditions, etc.). Literally? You can't choose to attempt something more difficult by rolling? Then this means easier things are guaranteed but harder things are impossible (where they might not be impossible if you could try a roll). That's a drawback because not being able to try difficult things when the chips are down is narratively less interesting. Another enhancement to compare it to is "Stable Casting, +40%" (Thuamatology, pp. 28-29) which makes critical failures much less likely, whereas "Take 10" makes them impossible. Overall, I'd call "Must Take 10" a +50% enhancement. |
12-23-2020, 07:42 AM | #14 |
Join Date: Jun 2006
|
Re: Cosmic: Always rolls a 10 (+xx%)
That seems about right. Another way you could think of it as No Roll Required, except it only works if your chance is at least 10, rather than 3, effectively -7 levels of Reliable, plus something for you can't get lucky and do better than 10 either.
Note that for resisted effects this may actually make it more likely than usual your opponents will resist. More often than not if your ability worked at all you'd have rolled a margin more than you get with a fixed 10, and because of the Rule of 16, unless their resistance is high enough you get to roll against a higher target than 16, they never have to beat a margin of success of more than 6.
__________________
-- MA Lloyd |
12-23-2020, 10:25 AM | #15 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: Cosmic: Always rolls a 10 (+xx%)
Ahhh... I had missed that.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
12-23-2020, 11:30 AM | #16 |
Join Date: Jun 2013
|
Re: Cosmic: Always rolls a 10 (+xx%)
I'd be tempted to go with +50%, and allow the player to choose if he wants to roll or "Take 10*" on any given check. Being disallowed a roll is a Limitation, perhaps worth -25%**, but must be combined with the above (call it Take 10 Only +25% or similar).
*As Ghostdancer previously suggested, Take 11 is probably more appropriate (leaning on the "bad" side of average, much as d20's Take 10 rule does), with +5% per -1 to the result. Actually, it should probably be an increasing price as you go, as otherwise you could technically make it Take 3 +85%, which is obviously far too cheap for that. Maybe something like the following. Code:
Roll Price 16 +20% 15 +30% 14 +40% 13 +45% 12 +47.5% 11 +50% 10 +55% 9 +65% 8 +80% 7 +100% 6 +125% 5 +160% 4 +200% **This is probably worth less as a Limitation the lower the roll, and more as a Limitation the higher the roll, but I'm not sure what rate it should change. Certainly, it's +0% for a roll of 4, and probably -40% for a roll of 14 (for a net +0% there), but I don't know beyond that.
__________________
GURPS Overhaul |
12-23-2020, 12:18 PM | #17 | |
Join Date: Dec 2013
|
Re: Cosmic: Always rolls a 10 (+xx%)
Quote:
__________________
In which I post about a TL9-10 solar system http://forums.sjgames.com/showthread.php?t=169674 If you don't know why I said something, please ask. Assumptions are the death of courtesy. Disappointed in the behaviour I have too-often encountered here. |
|
12-23-2020, 12:40 PM | #18 | |
Join Date: Jun 2013
|
Re: Cosmic: Always rolls a 10 (+xx%)
Quote:
Also, Take 4 Only and Take 4 are very nearly exactly the same. The only case where you would theoretically want to roll instead of Taking 4 would be if critical success is insufficient, and you need to actually roll a 3. I think that would only happen in a Quick Contest where your opponent had a critical success with a MoS that would beat your MoS if you rolled a 4, but wouldn't if you rolled a 3, and that strikes me as a vanishingly unlikely occurrence. Also, if it does happen, the chance getting to roll would actually help you is pretty darn low (0.46%, the probability of rolling 3 on 3d6). I like setting Take 14 Only at +0%, based on a Gaming Ballistic article (I think it was) about basically assuming everyone rolls a 14 for passive use of skills (so a character who isn't specifically paying attention can be assumed to roll a 14 on Perception/Observation, a thief who isn't specifically trying to be stealthy is still harder to notice than Joe Average by assuming they each rolled a 14 on Shadowing/Stealth, etc).
__________________
GURPS Overhaul |
|
12-23-2020, 01:32 PM | #19 | |
Join Date: Dec 2013
|
Re: Cosmic: Always rolls a 10 (+xx%)
Quote:
I remember that Gaming Ballistic article, now. Assuming a 14 for passive use is a good default, IMO.
__________________
In which I post about a TL9-10 solar system http://forums.sjgames.com/showthread.php?t=169674 If you don't know why I said something, please ask. Assumptions are the death of courtesy. Disappointed in the behaviour I have too-often encountered here. |
|
Tags |
cosmic, enhancements |
Thread Tools | |
Display Modes | |
|
|