06-06-2016, 03:01 PM | #1 |
Join Date: Jul 2015
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[3e] Another Question - Skills above 16 ?
Sorry- I literally just posted a question but have come back for another that has been niggling me. (I am using 3rd edition)
I cannot seem to remember (if I knew at all) the point in bringing a skill level over 16. E.g. if your character had 10DX and +6 archery, what is the point in bringing your archery or even your DX up any more if you have got all other DX skills to +6 ? Is there some rule that I haven't seen or can't remember since rolls 17 and 18 are always a critical fail. Can someone point me in the right direction ? Thanks. |
06-06-2016, 03:24 PM | #2 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [3e] Another Question - Skills above 16 ?
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The benefit of skills over 16 is that you can take penalties to the skill roll and still have a good chance of success. For Archery, where you'll normally be taking range penalties, high skill is very useful. For example, at 10 yards, quite close range, the range penalty is -4, so with skill 16, you'll be rolling against 12. But if you have skill 18, you'll be rolling against 14, which significantly reduces the chance of missing.
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06-06-2016, 03:24 PM | #3 |
Join Date: Jul 2014
Location: New Zealand.
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Re: [3e] Another Question - Skills above 16 ?
Penalties are the reason for skills above 16. Archery for example, in poor light (-2) at vitals (-2) at range x (-6) unsuspecting target (+4) results in a penalty of 6 points off the roll to hit. Skill 16 needs to roll a 10 or lower to hit.
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06-06-2016, 03:54 PM | #4 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [3e] Another Question - Skills above 16 ?
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