04-04-2017, 06:11 PM | #21 | |||
Untitled
Join Date: Oct 2007
Location: between keyboard and chair
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Re: The Rules of 14, 16, & 20
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Why the Rule of 14? Quote:
Why the Rule of 16? Quote:
A very-quick search doesn't turn up existing threads for Rule of 20 (the Rule that's causing all the heat in this thread), but that may be because I'm only doing a search by thread tags.
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Rob Kelk “Every man has a right to his own opinion, but no man has a right to be wrong in his facts.” – Bernard Baruch, Deming (New Mexico) Headlight, 6 January 1950 No longer reading these forums regularly. |
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04-04-2017, 06:29 PM | #22 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: The Rules of 14, 16, & 20
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There's a table for the cost of skills, and the maximum cost of +1 skill is 4 points. |
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04-04-2017, 07:09 PM | #23 |
Join Date: Aug 2005
Location: New Orleans, LA
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Re: The Rules of 14, 16, & 20
I think I read too much into the tread and lost sight of the forest for the trees...and as usual I feel dumb for not realizing it, D'oh!
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04-04-2017, 07:16 PM | #24 | |
Join Date: Feb 2014
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Re: The Rules of 14, 16, & 20
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Regarding the rule of 14; if someone spends more points on will/fearlessness than they would on unfazable, they why not let them roll at the level they paid for. They might even fail if enough penalties stack up. |
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04-04-2017, 07:21 PM | #25 |
Join Date: Sep 2004
Location: Medford, MA
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Re: The Rules of 14, 16, & 20
Seems to me increasing the cost of skills so that that get more and more expensive would just further encourage stats over skills. That seems the opposite direction of what most people seem to say they want.
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04-04-2017, 11:46 PM | #26 |
Join Date: Mar 2014
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Re: The Rules of 14, 16, & 20
The quoted justification for the rule of 14 by PK do not seem to make much sense to me. "You come face to face with the dread master demon!" is a situation which would presumably give a significant penalty to the fright check and thus one for which the rule of 14 would have a relatively small impact. What the rule of 14 mainly does is make it so that the heroes have a significant risk of failing fright checks for minor horrors.
There is also mention of a character having 20+ for fright rolls despite being fearless not being their "primary niche", but such a character would have to have levels in Fearlessness which is the most specific advantage for being less fearful or an extremely high level of Will. Being almost immune to something does not have to be a "primary niche" for characters in GURPS, especially for high-point characters. There are after all no equivalent rules for resisting other things. The heroes being equally likely to be frightened by minor things and the main horrors of the story (which is the effect of the rule of 14 for characters with sufficiently high Will+Fearlessness) both seems rather silly and don't seem appropriate for most genres (certain comedic stories which have the characters being frightened by almost everything might be an exception, but for those cases, the limit should probably be lower than 14). |
04-05-2017, 12:56 AM | #27 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: The Rules of 14, 16, & 20
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In my House Rules the Attribute Rule of 16: For defaults or skill purchases; any stat over 16 is treated as 16.. I reduced the cost of DX to 10/level above 16 and IQ to 2/level. Ignore the grumblings of the Players, it's working as intended (promoting the purchasing of Talents which previously were only taken if required as a prereq... or were the equivalent of Magery (both prereq and horribly under priced)). Ayup. Quote:
* Generally the highest and lowest I set BAD at. For those unfamiliar with BAD (Basic Abstract Difficulty) it's in Action 2 - Exploits. I also assign both a general BAD (to represent the overall mission at that stage) and individual BADs to Main or Spotlighting NPCs. The NPC uses which ever is worse for the Players. |
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04-05-2017, 01:35 AM | #28 |
Join Date: Sep 2009
Location: Los Angeles
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Re: The Rules of 14, 16, & 20
The only reason people didn't realize just how devastatingly high Einstein's stealth default was is that he was never caught.
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04-05-2017, 01:40 AM | #29 | |
Join Date: Sep 2009
Location: Los Angeles
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Re: The Rules of 14, 16, & 20
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04-05-2017, 02:43 AM | #30 | ||||
Banned
Join Date: Aug 2004
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Re: The Rules of 14, 16, & 20
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In the type of game where buying IQ 22 is allowed, I don't have a problem with those results. Last edited by NineDaysDead; 04-05-2017 at 02:47 AM. |
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rule of 14, rule of 16 |
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