|
|
|
|
|
#1 | |
|
Join Date: Jul 2007
Location: One Mile Up
|
Quote:
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. |
|
|
|
|
|
|
#2 | |
|
Join Date: Oct 2007
Location: Richmond, California, USA
|
Quote:
That'd be a right handy thing to have. |
|
|
|
|
|
|
#3 |
|
Join Date: Sep 2004
Location: Canada
|
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.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 07-07-2008 at 03:31 PM. |
|
|
|
|
|
#4 | |
|
Banned
Join Date: Oct 2007
Location: Europe
|
Quote:
|
|
|
|
|
|
|
#5 | |
|
Join Date: Feb 2005
Location: Psionic Ward
|
Quote:
|
|
|
|
|
|
|
#6 | |
|
Banned
Join Date: Oct 2007
Location: Europe
|
Quote:
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. |
|
|
|
|
|
|
#7 | |
|
Join Date: Jan 2008
|
Quote:
|
|
|
|
|
|
|
#8 | |
|
Join Date: Feb 2005
Location: Psionic Ward
|
Quote:
|
|
|
|
|
|
|
#9 |
|
Join Date: Jan 2008
|
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) |
|
|
|
|
|
#10 | |
|
Banned
Join Date: Apr 2008
|
Quote:
|
|
|
|
|
![]() |
|
|