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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 04-13-2010, 07:21 PM   #1
SolemnGolem
 
SolemnGolem's Avatar
 
Join Date: Apr 2010
Location: The Hall of Fallen Columns
Default Question about the maths behind attack roll and defense rolls

So I was leafing through the GURPS 4th ed. rules and looking at the opposed roll concept, which I liked. One thing stuck out at me.

Attack and defense are not opposed rolls. They're close, but the important issue of margin of success is missing. The way it is, Attacker rolls against her skill - failure means it fizzles, but success merely means Defender rolls against his skill. Defender does not apply a penalty to this roll based on Attacker's roll.

From a mathematical standpoint, what's the effect of this? If the designers had decided to make it an opposed roll, and applied Attacker's margin of success as a penalty to Defender's defense roll, how would the game be different?

The only thing I can think of is Defenders would fail more often - pretty much on par with the probability of standard opposed rolls as they currently stand. Did the designers remove the margin of success penalty to make the game less lethal? Has anybody applied the margin of success as a penalty, and how has that made your game run?
SolemnGolem is offline   Reply With Quote
 

Tags
dodge


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 06:40 PM.


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