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Old 10-20-2011, 03:37 PM   #7
DouglasCole
Doctor of GURPS Ballistics
 
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Join Date: Sep 2004
Location: Lakeville, MN
Default Re: Dodge-able, Irresistible Afflictions

Quote:
Originally Posted by Bruno View Post

GURPS Psi Powers has the opposite - taking an attribute roll on YOUR part and turning it into a Quick Contest with the victim (a -10% limitation).

This strongly reminds me of the Short Ranged/Long Ranged modifiers, and suggests that taking the defenders resistance roll and turning it into a Quick Contest is a +50% enhancement.
It's interesting. I did a few hundred thousand sample simulations for skill 4-24 as part of editing my martial arts project, and whether QCs vs attack/defense rolls are an enhancement or not depends on the relative skill levels of the two combatants.

I'd say about 80% of the time, more or less, the QC vs A/D choice made NO DIFFERENCE in the outcome. Outcome was 'attacker wins' vs. 'defender wins,' which obviously neglects margin-of-success based effects, as well as the impact of critical hits (but not the presence/absence of them, which is easy to code into excel).

The remaining 20% of the cases, the Quick Contest was beneficial if the attacker was more skilled by more than a few points than the defender. The Attack/Defense roll was of more benefit when the attacker was LESS skilled than the defender. But again, this is the marginal case; the 80-20 rule suggests that QC vs A/D roll is a 0% choice to first order.
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affliction, cosmic, damage resistance, irresistible attack, malediction


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