01-19-2019, 03:03 PM | #21 |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: Make contact skill great again.
Supporting quote, please, or at least page number.
__________________
Bill Stoddard I don't think we're in Oz any more. |
01-19-2019, 03:06 PM | #22 | |
Banned
Join Date: May 2017
|
Re: Make contact skill great again.
May the p. 13 on Exploits work?
Did you read my edited text? Quote:
|
|
01-19-2019, 03:07 PM | #23 | |
Join Date: Dec 2007
|
Re: Make contact skill great again.
Quote:
One thing I do, do however is treat their skill as more or less a Wild Card skill. Your medical contact can provide you with surgery, infectious disease diagnosis, and hospital gossip with equal facility. |
|
01-19-2019, 03:10 PM | #24 |
Banned
Join Date: May 2017
|
Re: Make contact skill great again.
I also do something similar, but I'm trying to finish polishing the content of "Mass Combat" and "Boardroom and Curia" and seems like "Contacts" are the way to go to represent organizational capabilities...
|
01-19-2019, 04:10 PM | #25 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Re: Make contact skill great again.
Quote:
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
|
01-19-2019, 04:30 PM | #26 | ||
Banned
Join Date: May 2017
|
Re: Make contact skill great again.
Quote:
Quote:
|
||
01-19-2019, 05:10 PM | #27 | |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: Make contact skill great again.
Quote:
Assistants: +1 per assistant with Physician, Surgery, or (if appropriate to the equipment used) Electronics Operation (Medical) at 12+; +2 for skill 15+. Maximum bonus is +6. That is, you get a +1 if your assistant has skill-12, and a +2 if they have skill-15. On the other hand, what Action says is Treat successes at planting keyboard bugs (above) or engaging in computer monitoring (p. 14), Dumpster-Diving (p. 14), and/or Social Engineering (pp. 15-17) as complementary skill rolls to weasel manuals and passwords. And both Computer Programming and Expert Skill (Computer Security) act as complementary skills if the hacker writes his own code. Complementary skill rolls give you +1 if your assistant makes a skill roll, and +2 if they make a critical success; they also give you -1 if your assistant fails, and -2 if they fail critically. The conditions on which the bonuses are gained are different (to start with, in the former case no skill roll is required, in the latter case one is), and also the complementary skill rules give you a chance of a penalty of -1 or -2, which the Bio-Tech rules do not. I also note that the passage from Action (vol. 2, p. 13) is explicitly talking about rules for treating hacking unrealistically/cinematically, to avoid making it boring for the other players. The rules from Bio-Tech seem to be intended as realistic rules for treating patients. The two are not intended for use in the same modality, nor for the same kind of task, nor are they at all the same in what they allow. There is no basis for treating them as cases of a general principle that applies to everything. And there is doubly no basis for using them to estimate that a Contact can have a higher effective skill than is specified in the rules in the Basic Set. What you seem to be doing is looking for any passage in any rule anywhere that seems to do roughly what you want; reading it out of context, and without regard for the exact meanings of its words; and then generalizing it to entirely different cases that have nothing to do with the passage where it is stated. When players do this we call it "rules lawyering," and experienced GMs learn to recognize it and suppress it ruthlessly, before such players use it to destroy their campaigns. I'm not sure what to call it when a GM does it, but I'm certain it's a bad sign. In any case, it establishes nothing about what the rules actually say.
__________________
Bill Stoddard I don't think we're in Oz any more. |
|
01-19-2019, 05:20 PM | #28 | |
Join Date: Jun 2006
Location: On the road again...
|
Re: Make contact skill great again.
Quote:
Alonsua, the idea in GURPS is that the specific cases apply only to those specific cases; when no specific case is given, revert to the general rules in the Basic Set, particularly those in Campaigns. The game often breaks, and breaks hard, when you try to rules lawyer a specific case into applying generally to something completely unrelated to the original specific case.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 01-19-2019 at 05:24 PM. |
|
01-19-2019, 05:27 PM | #29 | |
Banned
Join Date: May 2017
|
Re: Make contact skill great again.
Quote:
As for the "effective skill" it does not seem legit to me, since that would make an easy task as difficult as a hard one. |
|
01-19-2019, 05:31 PM | #30 |
Banned
Join Date: May 2017
|
Re: Make contact skill great again.
Sure, but I think tasks gets easier when more people cooperate to solve a problem, and thats what the bonus tried to represent in those cases (?), isnt it?
|
Thread Tools | |
Display Modes | |
|
|