04-03-2006, 03:42 AM | #11 | |
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Re: Cosmic and Resistance Rolls
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04-03-2006, 05:49 AM | #12 | ||
Join Date: Feb 2005
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Re: Cosmic and Resistance Rolls
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04-03-2006, 07:45 AM | #13 | |
Join Date: Aug 2004
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Re: Cosmic and Resistance Rolls
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04-03-2006, 09:28 AM | #14 | |
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Re: Cosmic and Resistance Rolls
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However, I still think the rule of 16 exists for some reason. But I do allow Deceptive Attack modifier, down to a resistance value of 13 (number taken from MA for 3e and slightly modified towards 4e math). Seems like a fair middle ground. |
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04-03-2006, 10:24 AM | #15 | |
Join Date: Aug 2004
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Re: Cosmic and Resistance Rolls
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With the Rule of 16: Attacker rolls against an 18 or less. Defender rolls against an 18 or less. 50% chance of success. Without the Rule of 16: Attacker rolls against a 30 or less, which means he's guaranteed to succeed by at least 14 unless he rolls 17+. There's thus no way at all that the defender can resist unless he rolls a critical success. Over a 98% chance of success. As I said, this enhancement basically turns any ability with a high activation number (which is damn easy and cheap to attain with Reliable and a modicum of Talent) into an insta-win . . . unless you crit fail or they crit succeed, you win / they lose. That's worth +300% at a minimum, IMO.
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04-03-2006, 10:42 AM | #16 |
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Location: Montréal, Québec
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Re: Cosmic and Resistance Rolls
Those debating this should realize that the Rule of 16 does not put an appreciable cap on the potency of a resisted ability against 99% of the world -- that is, against all those normal humans with attributes in the 8-12 range and even the outliers at 6-7 and 13-14. That is the standard against which such abilities are normed in GURPS. Comparing everything to amazing targets with resistance rolls of 16, 18, 20 . . . that's sort of missing the point. A resistible ability with a governing score of 16+ gives you almost assured success against nearly everyone!
What the Rule of 16 does is ensure that no matter how powerful the attacker is, exceptional targets always get a fair "saving throw." It applies almost exclusively to supernatural abilities -- and in the sorts of universes that have supernatural abilities, most gamers expect their heroes to succeed far better than 50% of the time against hostile effects. To keep plain old warriors and others who can't just gesture mystically and defeat everyone viable as character types, the game makes it a two-way street. If you want to disrupt that balance, what you're really saying is that (1) you want overcoming even the strongest foes to be routine, and (2) you want to have a fair chance yourself but not extend the same to others. This is, I think, easily worth +300%. I ran plenty of GURPS in the days before the Rule of 16, and I'd have to say the rule was very welcome. It was just too easy -- for wizards in particular -- to crank up that Ultimate Ability to the level where even a demigod with Will 20 couldn't resist. Based on that experience, +300% seems like a fair price.
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04-03-2006, 11:07 AM | #17 | |||
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Join Date: Jul 2004
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Re: Cosmic and Resistance Rolls
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If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient . . .It very specifically only applies to unrealistic, supernatural effects used against the sorts of targets that have a "mind" or "life force." It's rather obviously intended for fantasy, space opera, etc. Quote:
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And that example serves to illustrate the reality of the situation, which is that while the attacker can focus all of his points into one, exaggerated ability, a strong defender has to spread his points out over all kinds of defenses. You will almost never spend more getting your one, abusive attack up to irresistible levels than your victim will spend being equally resistant to the many forms of attack he might have to face -- arrows, gas, poison, psi, spells, swords, etc. The Rule of 16 makes it possible for the GM to create, say, a monster that's tough in all areas without being excessively powerful in one area. If you want to be flexible and effective with a resistible attack, why not try multiple levels of Based on (Different Attribute), as explained on p. 100 of Powers? For less than +300%, and even for less than the +50% for Reliable 10, you can get an attack resisted by IQ or HT -- your choice -- and work around even very potent defenders. The Rule of 16 still applies, but it lets you take advantage of foes who have only one huge defense.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] Last edited by Kromm; 04-03-2006 at 05:55 PM. |
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04-03-2006, 12:06 PM | #18 | |
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Join Date: Mar 2006
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Re: Cosmic and Resistance Rolls
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OTOH, I do realize that buying Malediction+Reliable or +Will is rather cheap in the long run, compared to buying multiple levels of an Affliction (especially after all the enhancements...). Still, the concept of a '50% Saving Throw' seems to come from D&D*. GURPS Demigods would rather buy Immunity than boost Will/HT**. And I'm still waiting to experiment with my (3e) party of wizards to use a Deceptive-Attack-like mechanic. I'm still wondering as to the minimum level of resistance to leave. So far I'm thinking of 13 (i.e. giving a maximum +3 advantage to the caster). I'm just trying to get a middle-ground solution. I think it's rather a question whether you want the heroes to always have a chance, or for investment to always count - YMMV, and mine too. ---------------- *==Other systems, e.g. Storyteller, Age of Aquarius et al. use their versions quick contests, so GURPS is not unique. **==They also probably would need Cosmic on most powers, but they are cosmic-scale creatures... |
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04-03-2006, 04:35 PM | #19 | |
Join Date: Aug 2004
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Re: Cosmic and Resistance Rolls
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jk/2 Last edited by Not another shrubbery; 10-03-2008 at 08:51 AM. Reason: spelling |
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04-03-2006, 04:57 PM | #20 |
Join Date: Oct 2004
Location: San Francisco, CA, USA
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Re: Cosmic and Resistance Rolls
While reading this thread, I had an idea that I'll throw out without thinking too hard about it (so I reserve the right to disown it if it turns out to be stupid). How about letting you trade in your levels in excess of (16/defender's score) the same way that Deceptive Attack works? You can trade two levels for -1 to the defender's roll. This is a compromise between ignoring the Rule of 16 and the way it works now, and I'm mainly thinking of those of you who were talking about ditching the Ro16 altogether, without the need for Cosmic. The rest of you could possibly use this as an effect of an alternate version of Cosmic.
I'll admit to being one of those who disliked the Ro16, and was considering ditching it before reading some of the persuasive arguments on this thread. Not sure now whether I'd replace it with this, use this as a potential Cosmic effect, use the suggested +300% Cosmic to completely ditch it, or just go with the game as written, but I won't just ditch the Ro16 now. Last edited by transmetahuman; 04-03-2006 at 05:06 PM. |
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