10-26-2020, 07:44 AM | #321 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Rules you ignore/alter.
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That reminds me of another rule I ignore: the common sense advantage. If I see that on a character sheet I tell the player that I play as though everyone had it, because if they're doing something that stupid the odds are better than even that I, the GM, confused them in some way and misrepresented the situation.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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10-26-2020, 08:13 AM | #322 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Rules you ignore/alter.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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10-26-2020, 08:53 AM | #323 |
Join Date: Feb 2016
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Re: Rules you ignore/alter.
My players learn quickly to change their actions when I use the word 'interesting'.
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10-26-2020, 10:40 AM | #324 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Rules you ignore/alter.
Visualisation is a MagikarpPower: it's very very underwhelming in its base form, but becomes pretty powerful once you fully upgrade it (at about 50-60 points).
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10-26-2020, 12:24 PM | #325 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Rules you ignore/alter.
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I've never officially run a game where this is the case, but back in my high school days - the last time I GMed and was part of a regular group - we had a house rule we found so natural I didn't even realize it was a house rule. If you pay for IQ X, your character has IQ X. If a player wants their character to do something far more clever than their IQ would suggest, it is reasonable to require an IQ roll. Thus, it seems natural the GM would roll if the player wants their character to do something but the character should "know better". Yes, other traits can affect this, as can specific circumstances in the game, but it becomes the general baseline. This also helps with the GM/Player disconnect. What is really obvious or common to one of us may not be to another, let alone everyone in the group. It isn't about keeping the party stuck on the rails, but like a rumble strip to make sure you're intentionally going that direction and at that speed. I still think there also ought to be a "Common Sense" Advantage, it just builds on the rules I described. Maybe a bonus to the aforementioned IQ roll, explaining the low IQ (GURPS meaning) character who displays a high level of (real-world definition) common sense. Possibly, there would be some other benefits. For example, raising your effective Skill with respect to Critical Failures. You fail just as often as someone without the trait, but your failures are less likely to make you look like an idiot. Stuff like that.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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10-26-2020, 02:18 PM | #326 |
Join Date: Dec 2007
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Re: Rules you ignore/alter.
Wanna make "Common Sense" more palatable? Increase the cost of Intuition by 5 points and let it be "common sense". When the character is about to do something stupid tell him "You have a bad feeling about that idea.". It's much less insulting than telling him he wants to do something dumb.
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10-26-2020, 11:26 PM | #327 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: Rules you ignore/alter.
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Let's say the party comes across a camp of armed barbarians and things are tense. If one player is like "I run forward and stab him in the eye" I'll definitely comment "There are five of them, are you certain?" and give the player a moment to rewind and not do that, but I won't stop the player if they still decide to go forward. There's always the chance the player had thought there was only one there. But let's say the scout was sneaking around, scoping the area out, and realized the barbarian's loot was hidden a bit away from the others. I'm not going to stop them from trying to steal the loot. But if the scout has Common Sense (and makes the roll) then I'll add "Are you sure it's safe?". I didn't say there was anything and the scout might have already checked for traps, but it's really easy to assume that there could still be a problem so Common Sense helps in a situation where nothing else really applies. It also plays into the "Common Sense isn't common" ;) |
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10-27-2020, 08:55 AM | #328 |
Join Date: Feb 2016
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Re: Rules you ignore/alter.
Common Sense probably should represent forecasting ability, as in the ability to forecast the most likely consequence of an action. In general, it should probably allow the player to roll against IQ and, on a success, ask the GM if their character's proposed action is a good idea.
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10-27-2020, 04:15 PM | #329 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Rules you ignore/alter.
Quote:
On the note of another thread, I remembered I changed the Aim rules based on something T Bone brought up; You get +1 per second you aim. It's easier to remember than +1 after the first second and helps out in various situations, plus it's easier to remember. https://www.gamesdiner.com/rules-nug...pg-better-aim/ |
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10-27-2020, 09:55 PM | #330 |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Rules you ignore/alter.
Hand of Bobb and I just had a fairly lengthy discussion about Afflictions, Side Effect and No Wounding. What we decided:
Side Effect, +50%, will continue to work as we have been using it—it’s the basis for an improved, but damaging, Affliction. Or, an attack with a Side Effect. But, it is working, unchanged. We are also going to add a Side Effect +/-0% version. This comes, built-in, with No Wounding (this is important for us as we use Multiplicative Modifiers). To prevent the Small Piercing shenanigans that had led to some of these issues in the past, we are applying the following fix: Instead of working on “penetrating damage,” it will, instead, be “conditional injury.” Basically, if there is a wounding modifier, from the innate attack it is applied to the penetrating damage before the penalty is calculated. Yes, this is a change, but it will help balance the differing point costs. So, basically, a Small Piercing attack would get -1 / 4 pts of damage, a regular piercing attack would be -1 / 2 pts, a large piercing would be . . . -1 / 1.5 pts (or something, not doing the maths right now), and huge piercing is -1 / 1 pt. Unliving and other modifiers (like locational wounding) do not apply. |
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affliction, fixed, house rules, rules |
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