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Old 07-12-2009, 05:23 PM   #1
pawsplay
 
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Default Re: They should really fix that in GURPS Horror!

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Originally Posted by David Johnston2 View Post
Cancels out negative modifiers.
If you're comfortable with a Will 11 character and a Will 14 character, both with Resistant to Fear, having the same Fright Check for seeing a monster, then I guess it isn't a problem. I just happen to believe that slapping Unfazeable around any time this becomes a problem, say, if you want to create Doctor Strange or Blade or somebody, points to the problem being with the system. I can easily believe Doctor Strange is Resistant to Fear, but he's not literally Unfazeable nor does he appear to be in any strict sense immune to fear.
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Old 07-12-2009, 05:54 PM   #2
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Default Re: They should really fix that in GURPS Horror!

Unless you're cribbing from UltraTech, prosthetics are still a disad. <shrug> Regeneration isn't going to happen outside of High Fantasy or UltraTech--and in conditions not really suitable to Horror.
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Old 07-12-2009, 06:45 PM   #3
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Default Re: They should really fix that in GURPS Horror!

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Unless you're cribbing from UltraTech, prosthetics are still a disad. <shrug> Regeneration isn't going to happen outside of High Fantasy or UltraTech--and in conditions not really suitable to Horror.
I don't understand why the functional equivalent of crippling injury rules for your brain is so unreasonable. Especially as an optional rule.
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Old 07-12-2009, 06:21 PM   #4
David Johnston2
 
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Default Re: They should really fix that in GURPS Horror!

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Originally Posted by pawsplay View Post
If you're comfortable with a Will 11 character and a Will 14 character, both with Resistant to Fear, having the same Fright Check for seeing a monster, then I guess it isn't a problem. .
It would have to be a pretty wimpy monster if there was no negative modifier.
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Old 07-12-2009, 06:29 PM   #5
pawsplay
 
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Default Re: They should really fix that in GURPS Horror!

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Originally Posted by David Johnston2 View Post
It would have to be a pretty wimpy monster if there was no negative modifier.
The book suggests a range of -1 to -10; nearly a third of monsters are included before you consider positive modifiers. So, no, it would not have to be.
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Old 07-12-2009, 06:35 PM   #6
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Default Re: They should really fix that in GURPS Horror!

I just realised something fundamental to running a horror campaign I have no idea how significant the penalty to a freight check is.

Some guidelines would be nice, just some common examples would help.
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Old 07-12-2009, 06:46 PM   #7
Crakkerjakk
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Default Re: They should really fix that in GURPS Horror!

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I just realised something fundamental to running a horror campaign I have no idea how significant the penalty to a freight check is.

Some guidelines would be nice, just some common examples would help.
Campaigns, page 360. "Fright Check Modifiers"
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Old 07-12-2009, 06:49 PM   #8
David Johnston2
 
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Default Re: They should really fix that in GURPS Horror!

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The book suggests a range of -1 to -10; nearly a third of monsters are included before you consider positive modifiers. So, no, it would not have to be.

Your response indicates that you have not stated all of your assumptions.
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Old 07-12-2009, 06:59 PM   #9
pawsplay
 
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Default Re: They should really fix that in GURPS Horror!

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Originally Posted by David Johnston2 View Post
Your response indicates that you have not stated all of your assumptions.
I have no idea what you mean by this. I was just going by the guidelines given on p.360 for Fright Checks and have made no assumptions beyond that.
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Old 07-12-2009, 07:27 PM   #10
David Johnston2
 
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Default Re: They should really fix that in GURPS Horror!

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Originally Posted by pawsplay View Post
I have no idea what you mean by this. I was just going by the guidelines given on p.360 for Fright Checks and have made no assumptions beyond that.
Nearly a third of monsters are included before you include positive modifiers?
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