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 07-12-2009, 07:35 PM   #1
pawsplay
 
Join Date: Sep 2007
Default Re: They should really fix that in GURPS Horror!

Quote:
Originally Posted by David Johnston2 View Post
Nearly a third of monsters are included before you include positive modifiers?
Let me try to reiterate. The suggested penalty ranges from -1 to -10. So hierarchically, if not demographically, 30% of monsters produce a base penalty of -3 or less. Without any other negative modifiers, Will 10 and Will 13 are equal if you gain at least a +3 from Advantages, such as Resistant to Fear (+3) or Fearlessness 3. It seems like having an above average Will would count for something.
pawsplay is offline   Reply With Quote
Old 07-12-2009, 07:57 PM   #2
David Johnston2
 
Join Date: Dec 2007
Default Re: They should really fix that in GURPS Horror!

Quote:
Originally Posted by pawsplay View Post
Let me try to reiterate. The suggested penalty ranges from -1 to -10. So hierarchically, if not demographically, 30% of monsters produce a base penalty of -3 or less. Without any other negative modifiers, Will 10 and Will 13 are equal if you gain at least a +3 from Advantages, such as Resistant to Fear (+3) or Fearlessness 3. It seems like having an above average Will would count for something.
Assuming that you have a -1 penalty, the Will 10 character will have a target of 12 or less, while the Will 13 will have a target of 13 or less
David Johnston2 is offline   Reply With Quote
Old 07-12-2009, 08:08 PM   #3
pawsplay
 
Join Date: Sep 2007
Default Re: They should really fix that in GURPS Horror!

Quote:
Originally Posted by David Johnston2 View Post
Assuming that you have a -1 penalty, the Will 10 character will have a target of 12 or less, while the Will 13 will have a target of 13 or less
Ok, that's right. My original example was Will 11, in which case both have a 13 or less.
pawsplay is offline   Reply With Quote
Old 07-13-2009, 11:16 PM   #4
Kelly Pedersen
 
Kelly Pedersen's Avatar
 
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
Default Re: They should really fix that in GURPS Horror!

Quote:
Originally Posted by pawsplay View Post
Without any other negative modifiers, Will 10 and Will 13 are equal if you gain at least a +3 from Advantages, such as Resistant to Fear (+3) or Fearlessness 3. It seems like having an above average Will would count for something.
I'd argue that high Will/Fearlessness advantages do have a beneficial effect on Fright Checks - they move penalized sources of fear into the range of "normal" fear reactions. I posted my arguments on another thread, earlier, and I'd say the same thing here. The main benefit of Fearlessness/high Will is when confronting the truly terrifying is that it means that you likely won't go crazy. You'll freeze for a few seconds (or maybe a minute or two on an extreme reaction), and occaisonally gain a quirk or two. Someone without your advantages will tend to go crazy.
Don't forget, as well, that Fright Checks get less extreme the more you encounter a source of fear. Someone like Doctor Strange, who's been hanging around deeply freaky things for most of a decade (by Marvel time, anyway), probably by now simply doesn't have to make Fright Checks for most things. "Swarm of rats? Just like the ones the Rat King of Transyvannia always sends. Ho hum." "Giant demon-spider? I blasted three just like it last month during that dimensional cross-rip." "Tentacled Thing From Beyond? Buddy, Dormammu keeps worse than you to sweep up after his parties."
Kelly Pedersen is online now   Reply With Quote
Old 07-16-2009, 10:22 PM   #5
pawsplay
 
Join Date: Sep 2007
Default Re: They should really fix that in GURPS Horror!

Quote:
Originally Posted by Kelly Pedersen View Post
Don't forget, as well, that Fright Checks get less extreme the more you encounter a source of fear. Someone like Doctor Strange, who's been hanging around deeply freaky things for most of a decade (by Marvel time, anyway), probably by now simply doesn't have to make Fright Checks for most things.
There comes a point where you have to assign a trait to them, otherwise you are just handwaving.
pawsplay is offline   Reply With Quote
Old 07-16-2009, 10:36 PM   #6
David Johnston2
 
Join Date: Dec 2007
Default Re: They should really fix that in GURPS Horror!

Quote:
Originally Posted by pawsplay View Post
There comes a point where you have to assign a trait to them, otherwise you are just handwaving.
That trait is Terror. A superhero, even a sorcerer superhero isn't likely to need to make a fright check for anything that doesn't have it.
David Johnston2 is offline   Reply With Quote
Old 07-17-2009, 02:05 AM   #7
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: They should really fix that in GURPS Horror!

Quote:
Originally Posted by David Johnston2 View Post
That trait is Terror. A superhero, even a sorcerer superhero isn't likely to need to make a fright check for anything that doesn't have it.
That means she is Unfazeable (-20%: Not Against Terror).
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Old 07-17-2009, 02:11 AM   #8
David Johnston2
 
Join Date: Dec 2007
Default Re: They should really fix that in GURPS Horror!

Quote:
Originally Posted by Molokh View Post
That means she is Unfazeable (-20%: Not Against Terror).
No, that means she's really farking powerful and experienced in the weirdness of the world. Remember when I commented that a frightening illusion would only force rookies into fright checks? It's different when the genre is set to "horror" just as its different when the genre is set to "cinematic action". But in the superhero genre, you only get fright checks from things that have Terror, unless you're basically a rookie.

Last edited by David Johnston2; 07-17-2009 at 02:15 AM.
David Johnston2 is offline   Reply With Quote
Old 07-17-2009, 02:14 AM   #9
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: They should really fix that in GURPS Horror!

Quote:
Originally Posted by David Johnston2 View Post
No, that means she's really farking powerful and experienced in the weirdness of the world. Remember when I commented that a frightening illusion would only force rookies into fright checks?
IMO this should require some sort of Unusual Background, as otherwise it is more advantageous to play a jaded veteran than a talented and quick-learning rookie.
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Old 07-17-2009, 09:34 PM   #10
pawsplay
 
Join Date: Sep 2007
Default Re: They should really fix that in GURPS Horror!

Quote:
Originally Posted by Molokh View Post
That means she is Unfazeable (-20%: Not Against Terror).
First of all, I think that's a pretty weird construction. Second, that takes us back to Will rolls to resist Terror.
pawsplay is offline   Reply With Quote
Reply

Tags
gurps horror, horror, playtest, playtesting


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 12:40 AM.


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