09-25-2014, 08:09 AM | #21 | |
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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09-25-2014, 08:11 AM | #22 | ||
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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Last edited by vicky_molokh; 09-25-2014 at 09:57 AM. |
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09-25-2014, 10:05 AM | #23 | ||
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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09-25-2014, 10:12 AM | #24 | |
Join Date: Apr 2005
Location: France
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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Actually, as a GM, I use Stealth whenever the character tries to hide himself, even without moving: a child playing a hide-and-seek game, a thief standing quietly in the shadows of a dark corridor, a lover trying to hide himself in the wardrobe or under the bed when the jealous and bad-tempered husband comes back home, and so on... And I use Camouflage whenever the character modifies his clothes, chair, equipment shapes and colors... Even if he is moving! So, logically, Camouflage could be used with the Complementary Skills rule to improve the odds of Stealth and vice versa - trained soldiers don't content themselves to camouflage themselves... They also hide themselves in bushes, behind trees, and so on. Thus, after reading this thread and thinking a bit more about it, this is how I will handle that kind of situation, even if Camouflage definition (Basic Set, page 183) says the contrary. After all, Camouflage definition has been written far before the rule of Complementary Skills... But, of course, my player will have to think about using both skills at the same time if they want to see the Complementary Skills rule being applied. Last edited by Gollum; 09-25-2014 at 10:25 AM. |
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09-25-2014, 10:26 AM | #25 |
Join Date: Apr 2005
Location: France
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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09-26-2014, 03:39 PM | #26 | ||
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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(Kromm also once said that Chameleon should provide a penalty to enemy vision instead of a Stealth bonus.) Quote:
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09-26-2014, 03:58 PM | #27 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
That would make it actually worth its cost; as-is it's worth considering if you're planning on putting more than 4 points in Stealth, but it's extremely rare that you'll actually want to do that.
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09-26-2014, 05:08 PM | #28 | |
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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09-27-2014, 01:15 AM | #29 | |
Join Date: Apr 2005
Location: France
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
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Indeed, when there is a generic rule that applies to everything, things are easy to remember and to get. But as soon as each specific situation or skill begins to have its own rule, the game becomes harder to play, the books become thicker and newcomers become more and more uncertain. Those who already know GURPS by heart just have the new rule to learn and so, it is really easy for them. If they don't pay enough attention to it, they don't even notice that it could be difficult for someone else. But those who don't yet know GURPS have a game with one more rule to learn. And if it is repeated to many times, it really becomes a problem. I already noticed that with the Forgery skill. It doesn't use the usual Contest of Skills rule but its own very specific rule. This one works well and is well tested; no problem with that. The problem is only that it is a new rule to learn. And that a usual Quick Contest could have make the job as well - please, don't discuss about the Forgery example here; it is just an example and had its own thread... that you can resuscitate if you wish). And now, just because it is written that Camouflage can't help Stealth (while common sense sounds to say the contrary), a new rule would have to be designed to do it differently from the very good Complementary Skills rule? In GURPS introduction, Steve Jackson wrote: "Most other RPGs started out as a simple set of rules, and then were patched and modified, ad infinitum. That makes them hard to play. GURPS, more than ever in the Fourth Edition, is a unified whole." (Basic Set, page 5). It would be a pity if GURPS became more and more patched... Like Sherlock Holmes once said to Dr Watson: "The exception doesn't prove the rule; it infirms it." |
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09-27-2014, 01:22 AM | #30 |
Join Date: Apr 2005
Location: France
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Re: [RAW] Compendium of Sense Rolls clarifications (looking for one . . .)
Which is exactly what I am meaning. To cover success rolls, buy and read Basic Set. To cover Complementary Skills, buy and read GURPS Action 2, Exploits. But to cover the specific case where Camouflage could be complementary of Stealth, buy and read Dungeon Fantasy 16: Wilderness Adventures... Don't you think that it makes GURPS harder and harder to get for newcomers?
No... here, I'm exaggerating a lot. But it is still what could happen if a new rule was created just for the case where Camouflage would be used as a complementary skill of Stealth. Something in the FAQ like: "Basic Set says that Camouflage cannot be used to improve Stealth. It is not what common sense sounds to say and was written far before the Complementary Skills rule you can find in Action 2... You can now use Camouflage as a complementary skill for Stealth roll." would perfectly makes the job. Also note that, statistically, giving +1 or +2 to the Stealth roll or -1 or -2 to the Vision roll give exactly the same result in a Quick Contest. So, since the latter is a new rule, why not just using the former which uses a well established one? Last edited by Gollum; 09-27-2014 at 01:40 AM. |
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camouflage, sense rolls, stealth |
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