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 04-01-2006, 10:34 AM   #1
UncreativeNameMaker
 
Join Date: Apr 2005
Default Cosmic and Resistance Rolls

Powers makes is clear that the no version of the Cosmic modifier can deny an opponent a resistance roll, but would it be reasonable to have Cosmic negate the Rule of 16 (B349). If so, would that cost the full +300%?
UncreativeNameMaker is offline   Reply With Quote
Old 04-01-2006, 11:01 AM   #2
NorthSaber
 
NorthSaber's Avatar
 
Join Date: Dec 2004
Location: Helsinki, Finland
Default Re: Cosmic and Resistance Rolls

Not sure about that, but you can circumvent resistance rolls by taking a high enough level of Affliction (assuming you're talking about the resistance rolls vs. Affliction).
__________________
Vampires vs. Werewolves >=)
NorthSaber is offline   Reply With Quote
Old 04-01-2006, 11:13 AM   #3
UncreativeNameMaker
 
Join Date: Apr 2005
Default Re: Cosmic and Resistance Rolls

The idea is to be able to make other abilities as irresistible as high levels of Affliction. As with Affliction, they could still be resisted by opponents with very high HT/Will.
UncreativeNameMaker is offline   Reply With Quote
Old 04-01-2006, 12:06 PM   #4
NorthSaber
 
NorthSaber's Avatar
 
Join Date: Dec 2004
Location: Helsinki, Finland
Default Re: Cosmic and Resistance Rolls

Quote:
Originally Posted by UncreativeNameMaker
The idea is to be able to make other abilities
Such as? The modifier from Teleport (Reliable or some such) could perhaps be improvised.
__________________
Vampires vs. Werewolves >=)
NorthSaber is offline   Reply With Quote
Old 04-01-2006, 12:56 PM   #5
UncreativeNameMaker
 
Join Date: Apr 2005
Default Re: Cosmic and Resistance Rolls

Mind Reading is one of the advantages I had in mind. In most sci-fi, a normal person can’t stop a telepath from reading their mind (at least not without special training). A combination of high IQ, Talent, and/or the Reliable modifier could give the telepath a very high roll, but the Rule of 16 makes sure that everyone has at least a chance of resisting.
UncreativeNameMaker is offline   Reply With Quote
Old 04-01-2006, 03:42 PM   #6
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: Cosmic and Resistance Rolls

I think it might be fair to allow Cosmic, +300%, to negate the rule of 16, yes. It's definitely a powerful change (and should be worth the full +300%), but they'll still get their fair chance to resist -- after all, even if you have IQ 16, Talent 4, and Reliable +10, they can still roll a critical success.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
Reply

Tags
rule of 16


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 06:23 AM.


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