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 05-31-2017, 03:06 PM #1 deneb3525   Join Date: Feb 2017 Rule of 16 question Ok, this should be quick..... per the rule of 16, against creatures with a resistance skill of 16+, you are capped at a 50% chance of affecting them?
05-31-2017, 03:25 PM   #2
Gef

Join Date: Sep 2004
Location: Yucca Valley, CA
Re: Rule of 16 question

Quote:
 Originally Posted by deneb3525 Ok, this should be quick..... per the rule of 16, against creatures with a resistance skill of 16+, you are capped at a 50% chance of affecting them?
Exactly, on the first attempt, but potentially better when you count repeated attempts. In super-powered games, the advantage of having a huge lead over their 16 resistance is that you can soak the -3, then the -6, and so on, and have a 50% chance each try.

 05-31-2017, 03:32 PM #3 vitruvian   Join Date: Aug 2004 Re: Rule of 16 question Or get Cosmic, No Rule of 16, +50% if I recall correctly.
 05-31-2017, 03:38 PM #4 deneb3525   Join Date: Feb 2017 Re: Rule of 16 question um... where is the -3 then -6 coming from? (if it matters, I'm specifically looking at spell resistances)
05-31-2017, 04:22 PM   #5
Curmudgeon

Join Date: Sep 2011
Re: Rule of 16 question

Quote:
 Originally Posted by Gef Exactly, on the first attempt, but potentially better when you count repeated attempts. In super-powered games, the advantage of having a huge lead over their 16 resistance is that you can soak the -3, then the -6, and so on, and have a 50% chance each try.
Quote:
 Originally Posted by deneb3525 um... where is the -3 then -6 coming from? (if it matters, I'm specifically looking at spell resistances)
Presumably from Repeated Attempts (p.159, Powers & B348), though he may be thinking more of Repeated Attempts in 3rd Edition which did incur a -3 penalty, rather than the -1 per attempt of 4th Edition. Basic premise and argument are still valid, despite differing numeric values, though.

05-31-2017, 07:06 PM   #6
Not another shrubbery

Join Date: Aug 2004
Re: Rule of 16 question

Quote:
 Originally Posted by Gef Exactly, on the first attempt, but potentially better when you count repeated attempts.
For the benefit of the OP - It is potentially worse for the attacker.

05-31-2017, 07:38 PM   #7
mr beer

Join Date: Mar 2013
Re: Rule of 16 question

Quote:
 Originally Posted by Not another shrubbery For the benefit of the OP - It is potentially worse for the attacker.

 06-01-2017, 02:15 PM #8 PK     Join Date: Aug 2004 Location: Dobbstown Sane Asylum Re: Rule of 16 question Please note that Repeated Attempts is an option discussed in GURPS Powers, not any sort of mandatory rule. (And it seems to me that Gef is thinking of Healing specifically, which uses its own rules.) So the answer to the OP is "yes"; it caps at a 50/50 shot. __________________ 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}
06-01-2017, 05:17 PM   #9
Gef

Join Date: Sep 2004
Location: Yucca Valley, CA
Re: Rule of 16 question

Quote:
 Originally Posted by Curmudgeon though he may be thinking more of Repeated Attempts in 3rd Edition which did incur a -3 penalty
Indeed so. Thanks for the catch. Mind Control is a power that specifically forbids repeated attempts, so to do it anyway you'd need a power stunt to add Cosmic, meaning there'd be a heaping fatigue cost or further penalty. But if you could pull it off, you've got 50% chance to beat 16 resistance on the first try, and up to 50% again on the second try, for a net of 75% chance to succeed over two tries. That's better for the attacker, unless the defender, successful against the first attempt, uses his action to prevent a second attempt.

Last edited by Gef; 06-01-2017 at 05:23 PM.

06-01-2017, 09:06 PM   #10
vitruvian

Join Date: Aug 2004
Re: Rule of 16 question

Quote:
 Originally Posted by Gef Indeed so. Thanks for the catch. Mind Control is a power that specifically forbids repeated attempts, so to do it anyway you'd need a power stunt to add Cosmic, meaning there'd be a heaping fatigue cost or further penalty. But if you could pull it off, you've got 50% chance to beat 16 resistance on the first try, and up to 50% again on the second try, for a net of 75% chance to succeed over two tries. That's better for the attacker, unless the defender, successful against the first attempt, uses his action to prevent a second attempt.
Or just add Cosmic, No Rule of 16, +50% to the ability itself.

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