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Old 07-12-2009, 05:29 PM   #31
pawsplay
 
Join Date: Sep 2007
Default Re: They should really fix that in GURPS Horror!

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Originally Posted by David Johnston2 View Post
It would have to be a pretty wimpy monster if there was no negative modifier.
The book suggests a range of -1 to -10; nearly a third of monsters are included before you consider positive modifiers. So, no, it would not have to be.
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Old 07-12-2009, 05:35 PM   #32
Mathulhu
 
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Default Re: They should really fix that in GURPS Horror!

I just realised something fundamental to running a horror campaign I have no idea how significant the penalty to a freight check is.

Some guidelines would be nice, just some common examples would help.
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Old 07-12-2009, 05:45 PM   #33
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Default Re: They should really fix that in GURPS Horror!

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Unless you're cribbing from UltraTech, prosthetics are still a disad. <shrug> Regeneration isn't going to happen outside of High Fantasy or UltraTech--and in conditions not really suitable to Horror.
I don't understand why the functional equivalent of crippling injury rules for your brain is so unreasonable. Especially as an optional rule.
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Old 07-12-2009, 05:46 PM   #34
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Default Re: They should really fix that in GURPS Horror!

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Originally Posted by Mathulhu View Post
I just realised something fundamental to running a horror campaign I have no idea how significant the penalty to a freight check is.

Some guidelines would be nice, just some common examples would help.
Campaigns, page 360. "Fright Check Modifiers"
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Old 07-12-2009, 05:49 PM   #35
David Johnston2
 
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Default Re: They should really fix that in GURPS Horror!

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Originally Posted by pawsplay View Post
The book suggests a range of -1 to -10; nearly a third of monsters are included before you consider positive modifiers. So, no, it would not have to be.

Your response indicates that you have not stated all of your assumptions.
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Old 07-12-2009, 05:59 PM   #36
pawsplay
 
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Default Re: They should really fix that in GURPS Horror!

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Originally Posted by David Johnston2 View Post
Your response indicates that you have not stated all of your assumptions.
I have no idea what you mean by this. I was just going by the guidelines given on p.360 for Fright Checks and have made no assumptions beyond that.
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Old 07-12-2009, 06:02 PM   #37
Mathulhu
 
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Default Re: They should really fix that in GURPS Horror!

Thank you, I'll admit I hadn't read it properly, but it didn't help very much.

A little from p360

A given monster might give a basic -1 to -10 on Fright Checks
0 for a violently dead body
-1 to -3 for grisly mutilations

and that is really it, apart from some good modifiers based on circumstances.

I get that it is incredibly campaign specific, but potentially all of the rules are.

Last edited by Mathulhu; 07-12-2009 at 06:05 PM.
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Old 07-12-2009, 06:12 PM   #38
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Default Re: They should really fix that in GURPS Horror!

I suppose a "suggested fright check modifier" for any monster templates or stat blocks that appear in Horror wouldn't be amiss.
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Old 07-12-2009, 06:27 PM   #39
David Johnston2
 
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Default Re: They should really fix that in GURPS Horror!

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Originally Posted by pawsplay View Post
I have no idea what you mean by this. I was just going by the guidelines given on p.360 for Fright Checks and have made no assumptions beyond that.
Nearly a third of monsters are included before you include positive modifiers?
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Old 07-12-2009, 06:35 PM   #40
pawsplay
 
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Default Re: They should really fix that in GURPS Horror!

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Originally Posted by David Johnston2 View Post
Nearly a third of monsters are included before you include positive modifiers?
Let me try to reiterate. The suggested penalty ranges from -1 to -10. So hierarchically, if not demographically, 30% of monsters produce a base penalty of -3 or less. Without any other negative modifiers, Will 10 and Will 13 are equal if you gain at least a +3 from Advantages, such as Resistant to Fear (+3) or Fearlessness 3. It seems like having an above average Will would count for something.
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