Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 09-28-2012, 11:04 AM   #1
Qhaysh
 
Qhaysh's Avatar
 
Join Date: Jan 2011
Location: alocal
Default Re: Houserule Idea - always resist with critical success instead of Rule of 16

You could also set a relative limit, so to say. For example a cap of resisting attribute + 6. Against average people, the effective skill would be 16, as usual. For more remarkable opponents, it would be a little higher (FREX HT 16 would make for a skill cap of 22).


Here's a better example: Mr. Archmage knows Stone to Flesh at 25. First, he tries his spell against Mr. Average who, as one would expect, has HT 10. Since the cap is Attribute+6, Mr. Archmage rolls vs. 16 (Mr. Average's HT of 10, plus six); while Mr. Average rolls against 10 (his HT).

If Mr. Archmage tried to affect Mr. Resistant (HT 16), it would work like this: Mr. Archmage would roll against 22 (which corresponds to Mr. Resistant's HT of 16, plus six); and Mr. Resistant would roll against 16 (his HT).

This means that skilled opponents will always have better chances of affecting more vulnerable opponents, but not overwhelmingly so. You could always lower the cap to attribute+4, for example.

I'm not very good at statistics, so I won't crunch any numbers. But I'm pretty sure there's an acceptable margin there somewhere, just not sure if it's really attribute+6.
Qhaysh is offline   Reply With Quote
Old 09-28-2012, 11:15 AM   #2
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Houserule Idea - always resist with critical success instead of Rule of 16

Quote:
Originally Posted by Bruno View Post
A resistance roll is a kind of quick contest. Quick contests do not have critical success or critical failure, they purely compare margin of success. There's no note in how to resolve either a quick contest or a resistance roll that a critical trumps anything. It merely ensures that you succeed, which is a requirement to win a resistance roll (you must succeed) but the OTHER requirement is MOS.

Critical doesn't adjust MOS.
Succeeding is only required for the attacker in a resistance roll, I think? The resister can win without 'succeeding' at their roll.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 09-28-2012, 11:46 AM   #3
Peter V. Dell'Orto
Fightin' Round the World
 
Peter V. Dell'Orto's Avatar
 
Join Date: Aug 2004
Location: New Jersey
Default Re: Houserule Idea - always resist with critical success instead of Rule of 16

The odd thing about resistance rolls vs. spells, to me, is that if you critically succeed with a resisted spell, the victim gets no defense (per Magic p. 13, for example).

Any other success, and they resist normally with a contest mechanic, and must beat your margin of success. They can neither critically succeed or critically fail. You, however, are limited by the Rule of 16.

So it's a skill roll vs. a contest mechanic, rather than strictly a Quick Contest.

Oddly back in 1e-3e days, you could effectively critically fail your spell resistance rolls - there was an example of a badly blown resistance roll by an orc vs. a Mass Sleep spell. In the 1e GURPS Fantasy, pg. 10:

Quote:
Orc 6 rolls an 18! The GM rules that Orc 6 falls into a coma . . .
Interestingly, back in the day, there wasn't any mention of automatic victory over resistance by a spell.

But like I said, back in the day. I'm talking 1986 and 1st edition GURPS Fantasy.

I do think the current rules are a bit odd, though, and we've long house ruled that a 3-4 always resists a spell and a 17-18 always fails to resist. It doesn't seem to break the game, even if you otherwise retain the Rule of 16, like we do.
__________________
Peter V. Dell'Orto
aka Toadkiller_Dog or TKD
My Author Page
My S&C Blog
My Dungeon Fantasy Game Blog
"You fall onto five death checks." - Andy Dokachev
Peter V. Dell'Orto is offline   Reply With Quote
Old 09-28-2012, 02:58 PM   #4
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: Houserule Idea - always resist with critical success instead of Rule of 16

Quote:
Originally Posted by Toadkiller_Dog View Post
The odd thing about resistance rolls vs. spells, to me, is that if you critically succeed with a resisted spell, the victim gets no defense (per Magic p. 13, for example).
The odd thing about Magic is that it was never completely updated for 4e. :)
sir_pudding is offline   Reply With Quote
Old 09-28-2012, 06:19 PM   #5
Peter V. Dell'Orto
Fightin' Round the World
 
Peter V. Dell'Orto's Avatar
 
Join Date: Aug 2004
Location: New Jersey
Default Re: Houserule Idea - always resist with critical success instead of Rule of 16

Quote:
Originally Posted by sir_pudding View Post
The odd thing about Magic is that it was never completely updated for 4e. :)
What I was talking about can also be found in BASIC SET, p. 241.

Update GURPS Magic as much or as little as you want, spells automatically overcoming resistance on a critical is in BASIC SET.
__________________
Peter V. Dell'Orto
aka Toadkiller_Dog or TKD
My Author Page
My S&C Blog
My Dungeon Fantasy Game Blog
"You fall onto five death checks." - Andy Dokachev
Peter V. Dell'Orto is offline   Reply With Quote
Old 09-28-2012, 07:51 PM   #6
Yako
 
Yako's Avatar
 
Join Date: Jun 2010
Location: Germany
Default Re: Houserule Idea - always resist with critical success instead of Rule of 16

Quote:
Originally Posted by Qhaysh View Post
You could also set a relative limit, so to say. For example a cap of resisting attribute + 6. Against average people, the effective skill would be 16, as usual. For more remarkable opponents, it would be a little higher (FREX HT 16 would make for a skill cap of 22).


Here's a better example: Mr. Archmage knows Stone to Flesh at 25. First, he tries his spell against Mr. Average who, as one would expect, has HT 10. Since the cap is Attribute+6, Mr. Archmage rolls vs. 16 (Mr. Average's HT of 10, plus six); while Mr. Average rolls against 10 (his HT).

If Mr. Archmage tried to affect Mr. Resistant (HT 16), it would work like this: Mr. Archmage would roll against 22 (which corresponds to Mr. Resistant's HT of 16, plus six); and Mr. Resistant would roll against 16 (his HT).

This means that skilled opponents will always have better chances of affecting more vulnerable opponents, but not overwhelmingly so. You could always lower the cap to attribute+4, for example.

I'm not very good at statistics, so I won't crunch any numbers. But I'm pretty sure there's an acceptable margin there somewhere, just not sure if it's really attribute+6.
I did toy with that, but since +6 comes pretty close to "only on critical successes" (if someone with a skill six higher than yours rolls a 10, you need a four or lower to win, if he rolls 8 or lower, you cannot win at all, better chances when he rolls a sixteen or such...), I rather go with that because this way, I needn't fiddle with the effective skill for the contest.


Hmh, okay, in this case I see even more readon to go with my houserule.
Goodbye magic resistance threshold of sixteen!^^
Yako is offline   Reply With Quote
Reply

Tags
magic, malediction, resisted, rule of 16


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:24 AM.


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