Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   GURPS (https://forums.sjgames.com/forumdisplay.php?f=13)
-   -   Impossible Forced Rolls (https://forums.sjgames.com/showthread.php?t=179322)

kirbwarrior 04-12-2022 02:05 AM

Impossible Forced Rolls
 
Recently I had a player roll HT-10, a roll I knew they would fail and it mattered if they regular failed or critically failed. However, looking over p345 it looks like most success rolls can't even be attempted if they are below 3. Which makes perfect sense when the player is making an attempt at something, but does that apply to resistance rolls (which are different from an Active Defense, which is an actual attempt and not forced)?

Further, if this situation is allowed, is the player allowed to spend impulse points to succeed?

I'm fine with how the situation turned out and the player enjoyed it. But for future things, I wanted to check if this follows the actual rules or not. Thank you ahead of time.

Plane 04-12-2022 03:42 AM

Re: Impossible Forced Rolls
 
Quote:

Originally Posted by kirbwarrior (Post 2424092)
does that apply to resistance rolls (which are different from an Active Defense, which is an actual attempt and not forced)?

The vague wording in Basic got some clarification in the FAQ at http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.1.3
3.1.3 When I roll against a target number less than 3, when do a result of 3 or 4 still succeed?

Defense rolls may always be attempted, and a 3 or 4 is still a Critical Success. Same thing for Resistance rolls to magic or poison, most forced IQ and HT rolls, and any other resistance roll against a force directly targeting a living or sapient being.

Other rolls (such as skill rolls or physical feats) are impossible if the target number is below 3. However, the dice may still be rolled if the character does not realize the attempt is futile, and if you're rolling vs. a -7 or worse, even a roll of 3 will be a Critical Failure.
It might be unclear for some abilities when you're taking a "forced" roll though.

Like I assume if you take "requires (attribute) roll" limitations on abilities that these aren't necessarily forced since you opt to use the ability?

Though I could see making an exception if an ability had Uncontrollable and was activating against your will.

kirbwarrior 04-12-2022 04:50 AM

Re: Impossible Forced Rolls
 
The red text answers my first question, and the previous part alongside it means that Critical Success is always possible, thanks!. Because of that, I'd absolutely allow regular success with impulse points.

I'm assuming a "forced" roll is any roll the GM springs on you instead of the player choosing to do something. Any advantage that you choose to use I wouldn't count. For Uncontrollable, I'd only apply this rule to the Will Rolls to keep control of it, but not any rolls that come about from it being used.

Plane 04-15-2022 03:01 PM

Re: Impossible Forced Rolls
 
Quote:

Originally Posted by kirbwarrior (Post 2424368)
For Uncontrollable, I'd only apply this rule to the Will Rolls to keep control of it, but not any rolls that come about from it being used.

I think those Will rolls are probably optional, if you don't want to stop your unconscious pyrokinesis from burning down a house you could prob just let it go crazy.

But if it has stuff like Costs Fatigue or Costs HPthen that FP or HP should get spent without your volition and possibly cause death if you can't reign in the ability.

REquires (attribute) roll and Unreliable have elements of that built in because FP is spent the next time you trigger an ability after a failed roll.

kirbwarrior 04-16-2022 03:23 PM

Re: Impossible Forced Rolls
 
Quote:

Originally Posted by Plane (Post 2425009)
But if it has stuff like Costs Fatigue or Costs HPthen that FP or HP should get spent without your volition and possibly cause death if you can't reign in the ability.

REquires (attribute) roll and Unreliable have elements of that built in because FP is spent the next time you trigger an ability after a failed roll.

These are great points. Although I probably wouldn't combine Uncontrollable with any of these because they are limitations that either get in the way of Uncontrollable (Requires Roll or Unreliable) or overly punish the user (a cost they aren't choosing to spend). Actually, I'd probably just not have the uncontrolled power be affected by those; You must spend FP to activate it, but the uncontrolled power doesn't have to, or the power is only unreliable in your conscious hands. This especially fits when it's not necessarily you who is using the power uncontrolled (as per Powers 106).

Plane 04-16-2022 07:28 PM

Re: Impossible Forced Rolls
 
Quote:

Originally Posted by kirbwarrior (Post 2425221)
I'd probably just not have the uncontrolled power be affected by those; You must spend FP to activate it, but the uncontrolled power doesn't have to, or the power is only unreliable in your conscious hands. This especially fits when it's not necessarily you who is using the power uncontrolled (as per Powers 106).

If it's another entity I'd like to see them defined as something w/ stats (like an enemy or ally) and finite FP or maneuvers.

There's other way we could do the concept I guess, like if you had dependence (not using my ability, common) where you took HP or FP damage while an ability was active, then Uncontrollable activating it could still deplete points that way.


All times are GMT -6. The time now is 09:07 AM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.