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Old 12-23-2020, 01:18 PM   #1
Say, it isn't that bad!
 
Join Date: Dec 2013
Default Re: Cosmic: Always rolls a 10 (+xx%)

Quote:
Originally Posted by Varyon View Post
I'd be tempted to go with +50%, and allow the player to choose if he wants to roll or "Take 10*" on any given check. Being disallowed a roll is a Limitation, perhaps worth -25%**, but must be combined with the above (call it Take 10 Only +25% or similar).

*As Ghostdancer previously suggested, Take 11 is probably more appropriate (leaning on the "bad" side of average, much as d20's Take 10 rule does), with +5% per -1 to the result. Actually, it should probably be an increasing price as you go, as otherwise you could technically make it Take 3 +85%, which is obviously far too cheap for that. Maybe something like the following.
Code:
Roll	Price
16	+20%
15	+30%
14	+40%
13	+45%
12	+47.5%
11	+50%
10	+55%
9	+65%
8	+80%
7	+100%
6	+125%
5	+160%
4	+200%
Note I left off rolls of 3, simply because any time you have an effective skill of 3 or higher (that is, are allowed a roll), a roll of 4 is sufficient for a Critical Success. This is a rough draft - +300% may be more appropriate for rolls of 4, for example ("Always Critically Succeeds" is a pretty big deal).

**This is probably worth less as a Limitation the lower the roll, and more as a Limitation the higher the roll, but I'm not sure what rate it should change. Certainly, it's +0% for a roll of 4, and probably -40% for a roll of 14 (for a net +0% there), but I don't know beyond that.
For "Take X Only", perhaps move 2 or 3 rows up the chart? So "Take 4 Only" might be worth +100%, "Take 11 Only" might be +40%, and "Take 14 Only" would be inaccessible.
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Old 12-23-2020, 01:40 PM   #2
Varyon
 
Join Date: Jun 2013
Default Re: Cosmic: Always rolls a 10 (+xx%)

Quote:
Originally Posted by Say, it isn't that bad! View Post
For "Take X Only", perhaps move 2 or 3 rows up the chart? So "Take 4 Only" might be worth +100%, "Take 11 Only" might be +40%, and "Take 14 Only" would be inaccessible.
Take 4 Only is always at least equal to, and generally better than, No Dice Roll Required - for any roll that NDRR would turn into an automatic success (effective skill 3 or more), Take 4 Only would turn into an automatic critical success (with effective skill 3 or higher, you are allowed a roll, and a roll of 4 is always a critical success; Take 4 Only could even allow you to auto-crit in cases where NDRR doesn't help, like if you're doing a Power Parry with effective skill below 3 - you can always attempt a defense roll and hope for crit, even if effective skill is somehow -20).

Also, Take 4 Only and Take 4 are very nearly exactly the same. The only case where you would theoretically want to roll instead of Taking 4 would be if critical success is insufficient, and you need to actually roll a 3. I think that would only happen in a Quick Contest where your opponent had a critical success with a MoS that would beat your MoS if you rolled a 4, but wouldn't if you rolled a 3, and that strikes me as a vanishingly unlikely occurrence. Also, if it does happen, the chance getting to roll would actually help you is pretty darn low (0.46%, the probability of rolling 3 on 3d6).

I like setting Take 14 Only at +0%, based on a Gaming Ballistic article (I think it was) about basically assuming everyone rolls a 14 for passive use of skills (so a character who isn't specifically paying attention can be assumed to roll a 14 on Perception/Observation, a thief who isn't specifically trying to be stealthy is still harder to notice than Joe Average by assuming they each rolled a 14 on Shadowing/Stealth, etc).
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Old 12-23-2020, 02:32 PM   #3
Say, it isn't that bad!
 
Join Date: Dec 2013
Default Re: Cosmic: Always rolls a 10 (+xx%)

Quote:
Originally Posted by Varyon View Post
Take 4 Only is always at least equal to, and generally better than, No Dice Roll Required - for any roll that NDRR would turn into an automatic success (effective skill 3 or more), Take 4 Only would turn into an automatic critical success (with effective skill 3 or higher, you are allowed a roll, and a roll of 4 is always a critical success; Take 4 Only could even allow you to auto-crit in cases where NDRR doesn't help, like if you're doing a Power Parry with effective skill below 3 - you can always attempt a defense roll and hope for crit, even if effective skill is somehow -20).

Also, Take 4 Only and Take 4 are very nearly exactly the same. The only case where you would theoretically want to roll instead of Taking 4 would be if critical success is insufficient, and you need to actually roll a 3. I think that would only happen in a Quick Contest where your opponent had a critical success with a MoS that would beat your MoS if you rolled a 4, but wouldn't if you rolled a 3, and that strikes me as a vanishingly unlikely occurrence. Also, if it does happen, the chance getting to roll would actually help you is pretty darn low (0.46%, the probability of rolling 3 on 3d6).

I like setting Take 14 Only at +0%, based on a Gaming Ballistic article (I think it was) about basically assuming everyone rolls a 14 for passive use of skills (so a character who isn't specifically paying attention can be assumed to roll a 14 on Perception/Observation, a thief who isn't specifically trying to be stealthy is still harder to notice than Joe Average by assuming they each rolled a 14 on Shadowing/Stealth, etc).
That all makes sense; so yeah, "Take X Only" should have its own chart, then.

I remember that Gaming Ballistic article, now. Assuming a 14 for passive use is a good default, IMO.
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http://forums.sjgames.com/showthread.php?t=169674

If you don't know why I said something, please ask. Assumptions are the death of courtesy.

Disappointed in the behaviour I have too-often encountered here.
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