old theme - What exactly is default?
Lately I have got into issue with my players. Here is an example.
Default car riding Nearly every country has driving licence and to get it you need to pass training and exams. But who gets default for driving? A/ Only someone who actualy did the training B/ Everyone from our tech level In B is valid how do you rate those who did the training but don't drive? Is it the same? (If yes, in what case?) |
Re: old theme - What exactly is default?
I would think if you have received any training in driving, you would have the Driving skill at some level.
Edit: Sorry, what I mean is, everyone can drive at the default, but if anyone has received any training at all, they would have the skill at some level. |
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I'd agree with C.
If you've driven before then you can take situational modifiers like the +4 for routine tasks. If you've just seen people driving on TV then you should just get plain default, since almost everything is trial and error. |
Re: old theme - What exactly is default?
I'll agree with C as well.
I think it's Basic Set: Characters that, when referring to defaults, mentions that a person who had any experience with SCUBA equipment, even seeing it on TV, would get a default, but a knight from the 17th century seeing it would have no default for it at all. This would work the same way with cars, I assume. |
Re: old theme - What exactly is default?
I agree with option C.
I'd say that anyone gets a default who has seen cars much (most everyone living at TL8), and the ones who've been trained get the +4 for routine task. For example, I have a driver's license in the United States, but I'm not sure I have a single point in Driving (I think in the real world 1/2 pts are probably allowed, though, and I've probably got that). I just use the default at +4 (probably with some other minor bonuses for following speed limits and stuff, and again, I think at this point I've got a half point in it). ETA: I might suggest giving anyone who's completed Driver's Ed a +1 or so to their default. |
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Do you remember where rutine task +4 modifier comes from? So I may add it to my list. |
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This explains why apparently everyone forgets how to drive on the day of the first snowfall, causing hundreds of accidents in our city (mostly minor, but still - people, it happens EVERY YEAR). Of course, four weeks later a little snow might prompt a spike of only 50 accidents - because after four weeks, for most people driving in the snow becomes a mostly routine task again. Or they've got rid of the familiarity penalty again and only have to deal with loosing their +4 :D |
Re: old theme - What exactly is default?
Hmm, this will propably give me even more trouble. But thanks.
Just to follow the lead, would someone care to stat these situations? Like rutine task - familiarity penalty with (trouble some) avarage? The situation is normal guy (or mommy) with two fighting "monsters" at back seat during first snow (or other unusual situation) + would extra effort count? |
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That said, for a person who is dead-normal across the board, I think operating a vehicle at Default of 5 is realistic. That gives them a 2:1 chance of failure (IE: Doing something a cop would pull you over for, or a "no harm, no foul" fender-bender) in any sort of stressful situation that requires a roll but still grants the +4 TDM, and about a 10% chance of pulling off a miracle in a real crisis without the TDM. |
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That'd be a right handy thing to have. |
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The way I look at Driving and skill rolls:
The driver, alone in the car or with quiet passengers, no radio playing, no cellphone, focusing on driving, normal driving conditions (Dry road, good lighting, nobody actively trying to kill you) -- no skill check required. The driver, with a distraction of some sort such as rowdy kids in the back seat, or talking on the cell phone while driving, but normal driving conditions -- skill check at +4 for routine operation. The driver, with no distractions but less than ideal conditions - it's raining, it's dark out, the road is in bad shape, whatever -- make a skill check starting at +3 (for light rain or dust, dark road but otherwise good conditions) and possibly going down to -4 (torrential rain or blizzard conditions, in the dark, on a bad road). Note that Taking Extra Time (by driving slowly) is good for bonuses to help offset these penalties! Distractions in bad conditions add further penalties onto the above - talking on a hands-free cellphone might be good for -1, juggling a handheld phone and a hot coffee is a -4 at best. Failure on a Driving roll indicates something like missing your exit on the freeway, taking a wrong turn, a flat tire, stuck in a snowbank, or if failed by 5 or more a minor bumper-denter accident for less than $500 in damages or a point of damage from dumping hot coffee all over yourself. Mostly failed rolls result in delays and frayed nerves. A critical failure may indicate getting a traffic ticket for driving through an intersection, or the possibility of a more severe accident - roll again to prevent disaster and turn it into just $500 or less in damages. My Suggestion: if you're ever caught in a blizzard, at night, with little Jack and little Molly and the Tickle-Me-Elmo, yell at the kids to shut the heck up, throw Elmo out the window, and turn off your cellphone. EDIT: Some cars may be good for a +1 or more Quality bonus on Driving checks for bad conditions. The Cadilacs with the heads-up night vision displays would remove Darkness as a concern, the cars with bumper-mounted radar, driver-wakeup systems, and drifting alarms would help combat driver fatigue (possibly giving the driver a second skill check if he fails the first one) and all the computers and such would be worth a +1 or more on the second, "avert utter disaster" roll. |
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Someone who bumps into other cars or is pulled over two times out of three when she faces a stressful situation in a car isn't an average driver. She's a menace who shouldn't be driving at all. A friend of mine has had about six minor accidents over a year of driving and that's considered an insanely high amount, not the normal cost of doing business. A fender-bender isn't a routine thing. It's either the result of freak unluckiness or it's due to a basic lack of competence. If someone has them regularly, that person is noticably a poor driver, not just a normal person. I've never had one in my years of driving and neither has anyone I'd consider a competent driver. A normal person in a Western country probably spends a couple of hours a day in a car. Even someone with a short commute will often spend an average of an hour a day driving. Are you going to tell me that during all this driving, people don't learn something? Is a 16-year-old kid who has seen cars driven equally good at it as a 25-year-old with seven to eight years of experience driving a car? I think the idea that 'normal people have Driving at default' is rather strange. I mean, if it were any other skill that's used that often, would we even hesitate to say that normal people have at least a point in it? |
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Two, failed driving rolls certainly don't lead to accidents or tickets, any more than a failed Broadsword roll results in stabbing yourself, a failed Writing roll results in accidentally insulting your target audience, or a failed Photography roll results in taking photographs of the inside of the lenscap (or breaking the camera). Disasters, like car accidents, should be reserved for critical failures, or at the very least for long strings of regular failures. Quote:
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I've only had a driver's license for 4 years, and I've always lived in areas with public transit, hence my not yet having a point in Driving. (It's also possible that I've got Incompetence, given my driving record :P.) Assuming you get normal "learning on the job" points for driving, then if someone has an hour-long commute each way, five days a week 50 weeks a year, they should get about a point every year and a half or so. At some point it'll stop increasing because they're not doing anything different enough that they're actually learning from their experience -- or maybe they'll start improving the Technique/E "Driving from my house to work and back". EDIT: Okay, but Bruno makes a good point. Maybe most people don't have a point in Driving. *Shrug* Quote:
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Re: old theme - What exactly is default?
Most people drive at default...
The fact that the road is typically flat, clear and wide (those who've driven in Europe know what I mean) and that the other drivers are not trying to harm the drivers gives a bonus to the roll and this translate to a good default. You see minor failures on the road all the time: The guy that's riding with a wheel on the shoulder, the guys spilling his coffee during a turn; the guy that leaves on the turn signal for 40 miles; that guy breaking for no appear ant reason (in that case you may have missed a perception roll); wrong turns; turning when the signal clearly states that you are not allowed, over/under speeding; backing up in a garbage can, a curb or "...eek" another car... Even having to break strongly last minute means that someone somewhere missed their driving skill validation. The driver's ed course is just enough to remove an additional unfamiliarity penalty. Most of the time there are no rolls required, you may even have time to play license plate poker. EtVous |
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Same goes for the first few months of any new thing. I'd say it's only after the mechanical operation of the car becomes routine that the commute can truly be said to trivial. And I'd say that this is after the first point in Driving is achieved. Quote:
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A critically failed driving roll means you get lost, change lanes dangerously without signaling, burn rubber taking that turn, waste a lot of gas driving, get too close to other drivers and cause them to break, etc. You basically need to get multiple critical failures on a driving roll to get into a fender bender, just like you need multiple critical failures to punch yourself on a brawling roll. And most people have absolutely no Driving skill, they just operate on default and get bonuses for familiarity from driving their own vehicles on their own familiar stretches of road. |
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Except that gas use is more of a choice than a matter of Driving skill. And I've only seen teens who just got their licence stall out cars. And that's because they haven't got their point in Driving yet and hence fail more often than adults. Quote:
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What magical element keeps Driving from working like other skills? Any other skill that you use daily will eventually get better. In real life, people who drive a lot are better than people who have rarely driven a car. Do you really think that if you put an adult who's used to driving a couple of hours a day and a smart teenager who's seen his parents drive behind the wheel of unfamiliar cars and let them drive an unfamiliar route, they'd perform equally well? Because I happen to think that the adult would do better and that it's not due to a higher DX or IQ, but greater Driving skill. |
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If you aren't challenged by what you're doing, you're just doing it by routine, and therefore aren't learning a thing. This is why most people after working at the same routine job for decades have little more skill at that job than when they got trained up to speed. People walk and run without developing Hiking skills and Running skills, people go swimming without developing Swimming skills, people use their computers, turn on their lights, operate their stove without developing Electronic Ops, Cooking and other skills. Quote:
Being unfamiliar will penalize the teenager at -2 for the vehicle, a -2 for the route, and a -2 for a thrilling new experience. The adult will get a +2 bonus for operating a vehicle similar enough to his own and a +4 bonus for driving under routine conditions. So the unskilled teenager in an unfamiliar driving an unfamiliar route will be at -6, whereas the adult will be at +6. If the adult was driving his own car he'd get +4, under routine conditions another +4, and on his routine route another +2, for a base +10 for his normal commute, which added to his default 5-6 means a normal roll vs. 15- or 16-. |
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The other examples are contrived, because just because Housekeeping skill (which those people are developing) shares a few uses with other skills doesn't mean that it replaces them. Quote:
Why does the adult get a +4 bonus the teenager doesn't get? Why does the adult get a +2 for driving an unfamiliar vehicle where the teenager gets the normal penalty? You're just loading on a bunch bonuses that aren't supported by the rules to justify a point that's stretching it in the first place. The example is two people, both of them just as unfamiliar with the route and car in question. One has a decade of experience driving a couple of hours to work, the other has seen a car operated. Do you think they'd do equally well? I don't think so. During get-togethers when I have a couple, I've asked adult people unfamiliar with my car to drive it home the ride is usually smooth enough. Certainly, the people don't fail to find the gear shift or turn signals. Teaching a kid to drive for the first time isn't anything like that. Just operating the clutch and making turns are major problems. |
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It'd have to be a completely different type of car for the adult to get the same -2 unfamiliarity penalty as the kid. Something like a joystick operated steam vehicle, or if the adult has never driven stick he would get that -2 instead of +2 for driving shift if he's only ever driven automatics. Though someone driving an automatic for the first time would still get a +1 to +2 since it's simpler than a stick shift. |
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It would have the same game effect, but instead of being composed of awkward houserules, it would actually be supported by the rules. |
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Just because every little task isn't spelled out on how much of a TDM it gets doesn't mean GMs are supposed to not use TDMs. |
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I don't see a problem with giving a TDM to represent being very familiar with a task or two, but if someone is just better at all aspects of skill use, he's got higher skill, as far as I'm concerned. |
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Many driver's training courses I've seen are far less than 200 hours and so probably aren't with even 1 point in Driving. OTOH, its a good start toward it, and arguably routine driving is no less (though also no more) stressing skills than routine use of skills in a job, so you should probably be able to count each hour of normal driving as 1/4 of a study hour toward improving the skill. So most people who have been driving regularly for years should probably have a point or two in driving.
Extending the analogy with jobs, which, like routine commuting, don't generally stress skills that much, most short trips shouldn't require a roll at all, but a regular commuter might make a monthly (perhaps weekly for a long commute) roll against Driving, with a failure resulting in a minor incident (trivial accident or ticket for a minor infraction) and a critical failure resulting in a major incident of some kind. A Driving roll might be required for a long trip, though. Also, knowing how to control the vehicle isn't all that's needed for driving: there's also knowing the local rules of the road. This should probably be treated as a per-jurisdiction familiarity that imposes a penalty of up to -4 (depending on how different the jurisdiction's rules are) for unfamiliar jurisdictions, but only applies to tasks involving on-road travel where interactions with other drivers are involved (this would include "routine" driving rolls of the types described above, but generally not most specific rolls in stressful situations, which are mostly about controlling the vehicle, not following the law and expectations of other drivers.) |
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Most people in many settings (like, say, the modern suburban US) shouldn't be driving by default; they do it enough in a low-stress but not stress-free use that they should be gradually building up points in skill, as in jobs -- if you assume the same 1/4 rate as applies to on-the-job skills, 4 hours of driving a week should give you 1 skill point every 4 years (and if you had any specific training that would provide the full "study" rate of skill acquisition, the first point should come much sooner.) |
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How that +10 breaks down is up to you, but I'm good with the +10 coming from 3 parts, the driving his own car +4, the under routine conditions +4, and on the routine route +2, for a base +10 for a normal commute. You can shift those TDMs around if you wish, but you still have to have it add up to a +10 base for a normal commute. |
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That makes little sense to me. A person who drives regularly is in a MUCH different situation than a character who has merely seen driving on TV. Since the latter is using a default, the former must be in a better position, i.e. has the skill. |
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Specific TDMs for various Driving tasks are found on B345, as Driving is used as the example skill for the TDM concept. According to these examples, there is a +10 TDM to one's Driving roll to start a car, while the TDM for commuting in a small town is listed as +4 or +5.
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Also, are the RAW unfamiliarity rules the same for all activities? ISTR something about weapon unfamiliarity penalties going away after only a few hours, and that was what I was thinking about, when I wrote my previous post. |
Re: old theme - What exactly is default?
C - Anyone with some sort of familiarity with cars, although that would be 'most people living at TL8 in the real world', I think.
For the overall discussion of the driving skill specifically, the way I see it: Most people will have no more than about 2 points in driving, and having any points at all is going to need to have been driving for about 5 years. (If you want to do the working on the job calculations, that 2 hours of commuting every weekday 50 weeks a year... Is probably not where you're going to be spending your maximum of 8 (counting for 2) hours for learning on the job a day, so that means it's pretty much the driving you do when you're not working that will be counting towards it. A maximum of ~50 hours worth a year for an average person, maybe? Plus ~20 from the learning to drive based on how many one hour driving lessons it seems to take people to pass their test) Most people who have been driving for less than 5 or so years will always be driving at default, and for most stuff they're doing would have the +4 for routine tasks after they become routine. (In addition to the +4 TDM... So that's +8 in modifiers) People who haven't had driving lessons... Well, we're working from default, don't have the +4 for routine, and have a variety of penalties on top of that. The best we could hope on that commute is overall modifiers of +0 (-4 for the penalties that will always apply, as far as I can see takes out the TDM) |
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People who regularly drive more than just a routine will have some Driving skills, mostly in the 8-12 range. People who drive professionally, taxi cab drivers, police officers, delivery drivers, chauffeurs, etc., will usually have professional Driving skills of 12-15. Dangerous profession drivers like race car drivers, stunt car drivers, test car drivers, etc., tend to have Driving skills of 16+. |
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Any driving is challenging for a new or infrequent driver. Even on familiar roads, there's no such thing as "routine". If a failed Driving roll is something that results in a minor mistake with no real consequences, I know that my failure rate is above 50%. (I'm licensed, oddly enough, but I have minimal driving experience.) This is clearly a challenging environment that should count for OTJ training, if not actual self-study (at 1/2 speed, not 1/4th)! Someone who regularly commutes to work or school daily and drives to multiple businesses on a weekly basis, in a variety of daylight and weather conditions and in multiple traffic environments (suburban surface streets, freeways, one-way urban gridlock), and does so with only an occasional failure, is clearly more skilled than a new driver. I'm not going to entertain argument on this point; auto insurance companies long ago came to the same conclusion, based on reams of real data compiled over decades, and you can argue the point with them if you like. I think that anyone who has been driving on a mostly-daily basis for a few years, which includes almost all American commuters, ought to have a point in Driving. Part of the problem is just GURPS' granularity, and the odd relationship between point expenditure and skill level, which doesn't follow any continuous mathematical progression that I know of. If we were to allow point fractions, then drivers might gain +1 (at about 1/8 point) almost immediately, perhaps even by the end of driver training or shortly thereafter, get up to +2 or +3 (1/2 point) within a year, and then accumulate point fractions at an ever-decreasing rate over their lifetime, so that most drivers would have somewhere between 1 and 4 points depending on age and experience. Since we don't (barring house rules), we get these weird breakpoints between clumsy teenage incompetence and careless thirty-something routine. |
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BTW, 1 hr driving/day x 200 days/year /800 hrs per point self study = 1 point earned every 4 years. Thus the typical commuting North American would almost certainly have 2 points in driving by age 30 from this alone. |
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Additionally - The thing about it being OTJ training, which I do agree with, is that you're limited to eight hours a day, and I think most of that would be spent on skills that directly contribute to your job rather than skills to get you to your job. I'd also be prepared to argue that a failure on a driving test might result in something as trivial as you missing your turn and being five minutes later than it should take you (on a margin of failure of a 1, granted), or getting caught speeding with the appropriate minor legal troubles from that, while it requiring a critical failure to get involved in an accident. Quote:
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Default is simply the skill level someone has with zero points invested in the skill. Familiarity penalties apply to skill level. |
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For your hours ... that's more like "on the job" (You do something you already basically know) so multiply the time by 2... I use to do drive a pick-up truck for long distance delivery as a student in winter, in Canada and I was also doing regular car racing on weekends with friends (we even had a group sponsor). The races were typically Karts capable of about 100Km/h, but sometimes clunker races with old cars on an oval. We would be driving for hours on end and at first bumping in other cars or the tire covered walls along the way, but we eventually got the hang of it. One day, a few other friends decided to come along for indoor Karting (About 30-40 Km/h). The ones without drivers licenses were doing almost as well as the ones driving for a few years (1-5 years); but the ones with a bit the driving experience could handle curves a bit better after a few laps. The ones used to racing where leaving them in their smoke. Apexing curves, lean-ins, when to brake, how much, when to accelerate, when to pass... There was a definite difference in skills; the biggest problem with the beginners was that they did not follow their lines properly, making them a bit harder to predict. I still think it's a default for at least 5 years after the license for most people. A failure does not mean that you crashed into someone (that's a critical fail). It means you drifted out of your lane, didn't stop properly at the intersection, almost (but not quite) caused an accident, were in the wrong lane for the exit and either missed it or then had to do a stupid move to correct (like crossing over two lanes and almost ramming into a truck that you just cut-off). I'm 45 and think I have one (may be two, most likely one) point in driving. I can handle the stress better then I use too when I got my license. But I easily know where to keep my lane, know when to control speed and when to let go. Steering on ice is a lot of fun, you should try it in a kart at close to 90 Km/h (50 mph) and getting close to a curve. (PS Make sure you have stud (spikes) on your wheels for that one and wear something warm.) EtVous |
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Is that a conclusion based on analysis, or is there a rule reference for it as well? |
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Having Driving (Heavy Wheeled) at 14 should never let you drive a vehicle that uses Driving (Automobile) better than having Driving (Automobile) at 14. At any rate, whether you agree that there is a problem or not with the proposed exception to unfamiliarity penalties for default skill use, there is no exception in the rules for default skill use to the rule that "Any skill used to operate equipment...takes a penalty when you are faced with an unfamiliar type of item", so the proposed exception remains a house rule, not RAW. For the reasons described above, I think the propose house rule is problematic, at least as applied to Driving. Its somewhat less problematic in most other cases (though still, IMO, undesirable compared to RAW), as, at least AFAIK, Driving is somewhat exceptional in having defined unfamiliarity penalties that exceed interspecialty default penalties. |
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In any event, I prefer to regard the defaults as superceding the familiarity penalties where they conflict. |
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I have operated some heavy equipment (for 2 years), a school bus (for 4 years), and motorcycles (20 years), and I have taught motorcycle driving courses. I have had to take courses on all three of these types of vehicles. By some people's measure, this wouldn't qualify me to even have one point in Driving (Construction Equipment), Driving (Heavy Wheeled), or Driving (Motorcycle). Personally, I think I would have at least 1-2 points in each, possibly 4 points in Driving (Motorcycle). But, I can say with all certainty that I can drive my car with more certainty and skill than any any of the others. I have never taken a course on driving a car, but I put about 20,000 km per year on my car (I drive a lot for my job). I would translate this into about 4-8 points into Driving (Automobile). Isn't this the way skills are supposed to be interpreted?
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As for on the job training, past a certain point, where you've learned what you need to do your job, you mostly just maintain that skill level, though some people just get sloppier over time and their skills drop as they get older. Otherwise you'd get the same sort of silly Murphy as D&D where old people's eyes and ears get sharper as they get older due to their wisdom increases. In GURPS you don't get 40 points in a skill just because you happen to put work in for 40 years in a profession which uses that skill. |
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I could buy that it removes the unfamiliarity penalty, sure.. but I don't see any reason why familiarity and skill should be exclusive. IMO, it's typical that you learn how to do something while also becoming familiar with the thing you do it with. |
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As for Driving, I think there is a tendency to equate bad judgment with low skill. A lot of people are perfectly capable drivers but have lapses of judgment. One of my close friends is an excellent off-roader. He can navigate very rough terrain in his 4WD Pickup, much better than I can, and goes off-roading a lot. But, he has been in a half dozen car accidents because he is overconfident and impulsive. Most car accidents happen because of a lapse of judgment, not lack of driving skill. How this exactly equates to GURPS, I don't know, but I definitely disagree with having most adults with a drivers license using Driving at default. |
Re: old theme - What exactly is default?
Looking at it from the side of someone who do not drive:
I do not have a driving license. I have horrible reaction time, and a unreasonable phobia of driving. I got a few hours 'training' driving around with my father in a parking lot when i was about 17, perhaps a couple of hour, so from that time on, i know , in theory, how to start and carefully move a car around at a a very low speed. About twenty year later, since it would have been very usefull in my job to be able to drive, i decided to try driving lessons. The first lesson was basically 'what everything is' and moving around on a parking lots. 1.5 hours The second lesson, 5 minutes of recap and then, on the road we go. Staying on slow, country road. 1.5 hour The third lesson, we started in front of the main train station at rush hour on a weekday in a very busy town, the teacher told me to climb in the driver place and go. we drived in and out of town for the rest of the lesson. (5 lesson later, having barely missed wrecking the car twice, and basically having anxiety attack everytime i was touching that mechanical monster, i decided to forget about it. ) The teacher was unhappy was me, as he said i have 'excellent control in maneuvers and a carefull way of driving, and ready for the exam' So, with about 3 hours of teaching, i was able to drive a car in very busy streets, with some verbal advices. with about 16 hour of lessons, i was said to be fit to try for the licence, and to drive alone in all circumstances. So, in my opinion: -Roman legionnary in front of a car: No idea what it is, may not even try at default. -Leonard de vinci in front of a car, May try at default, with TL and unfamiliarity with controls penalties on top of the default . (IQ(-5-15-2+10) to start the car, iq(-14) to drive around once he figured the controls ) iq 18, roll at 6 and 4 ... Altough he may get bonus from artificer talent or vizualization ? -young modern child borrowing parent car in a empty street roll at default, unfamiliarity with control, task bonus on top dx/iq(-5-2+6). dx 10: roll at 9 -young modern driver just before/after getting his driving license roll at default dx/iq(-5+5). dx 10, roll at 10, roll at 8 in a busy town. This is basically my level. Except i feel there should be a +2 bonus somewhere, to bring the roll to 12/10 ... On average, young driver don't have problem half the time getting to work, and they definitively don't have the driving skill. Possibly Perk: licensed driver, can legally drive a car +2 to driving on routine rolls only ? -Driver with two year of experience (about 800 hours of driving) 1 point in skill dx(-1+5) dx 10, roll at 14, 12 in a busy town roll at 16/14 with the perk i suggested looks even better -Most driver who only drive in routine situation should never exceed 2 point in skill, imho. celjabba |
Re: old theme - What exactly is default?
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So I'd either stat him up with a minimal driving skill, 1 point, and give him a solid Technique for Offroading. Or possibly stat him with default Driving skill and a decent Hobby Skill in Offroading. |
Re: old theme - What exactly is default?
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And what the hell would Offroading be as a separate skill? That's just contrary to how GURPS works. Do we have Bad Weather Piloting skill now too? |
Re: old theme - What exactly is default?
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Numbering: -7 (Saw driving in culture, default and unfamiliarity penalty.) -5 (Default with driving lessons to remove unfamiliarity penalty.) -4 (Default with +1 TDM for his own vehicle after a few hours.) -3 (Default with +2 TDM for his own vehicle after a few days.) -2 (Default with +3 TDM for his own vehicle after a few weeks.) -1 (Default with +4 TDM for his own vehicle after a few months.) -0 (Default with +4 TDM for his own vehicle, and +1 TDM when driving becomes routine.) +1 (Default with +4 TDM for his own vehicle, and +1 TDM for driving a known route, +1 TDM for routine driving.) +2 (Default with +4 TDM for his own vehicle, and +1 TDM for known route, +2 TDM for months of routine driving conditions.) +3 (Default with +4 TDM for his own vehicle, and +1 TDM for routine route, +3 TDM for a couple of years of routine driving conditions.) +4 (Default with +4 TDM for his own vehicle, and +2 TDM for familiar route, +3 TDM for a couple of years of routine driving conditions.) +5 (Default with +4 TDM for his own vehicle, and +2 TDM for familiar route, +4 TDM for a few years of routine driving conditions.) Mix and match, add +4 for anyone with an actual [1] in Driving Skill. |
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