07-03-2010, 01:17 PM | #21 |
Join Date: Jan 2008
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Re: [RULES] Rule of 16!
@LemmingLord: No spell at all. He's thinking far far far ahead.
@David: I tried reasoning that it works for him too. That's when we came to an actually unfair compromise. That if, say, spell at SL22 and resistance at score 16, then lower both by 6, to get 16 to 10, by Extreme Scores rule, and then adjust his score. So he'll always be at 16 vs 10. Not optimal at all. |
07-03-2010, 02:07 PM | #22 |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: [RULES] Rule of 16!
Yes, it's important to remind him that bad guys get to exploit the bent rules as well.
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07-03-2010, 02:15 PM | #23 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [RULES] Rule of 16!
Quote:
And it's not all cool like Madness. One irresistible spell later, and you're giggling on the floor like an 18 month old. Mockery would ensue. Totally worth it.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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07-03-2010, 02:22 PM | #24 |
Join Date: Jan 2008
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Re: [RULES] Rule of 16!
These all remain on the strand of thought of "it works for you too" which still didn't buy him.
On a side note - is there an active chat room (ala IRC or some such) available anywhere, for GURPS? These are discussions that could carry well in live chat. |
07-03-2010, 02:25 PM | #25 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [RULES] Rule of 16!
Quote:
if you want to use the Extreme Scores rule, I would say that you use the second variant, and bring the lower score to 10, while multiplying the higher score by 10/lower score. In this case, 22 vs 16 becomes 22*10/16=13.75, rounded to 13 I made such a table on google docs for all skill results from 1 to 50 for both attacker and defender skill. It's an interesting house rule |
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07-03-2010, 02:29 PM | #26 |
Join Date: Jan 2008
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Re: [RULES] Rule of 16!
That was surprisingly informative and useful. Thank you. Appears I have selectively read the Extreme Scores rule at the time.
The multiply-division bit seems somewhat better suited. |
07-03-2010, 02:37 PM | #27 |
Join Date: Jul 2005
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Re: [RULES] Rule of 16!
Very much so... A 30 daze versus a 16 stat could be turned into a 15 vs 8 - giving a slight chance but not the 50+ chance of the rule o 16.
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Villain's Round Table |
07-03-2010, 02:42 PM | #28 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [RULES] Rule of 16!
The problem here is that it's almost like using combat matrixes in old editions of D&D. Each player need to have the table, and be familiar with it, or things will become sluggish at the table :(
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07-03-2010, 05:08 PM | #29 | |
Join Date: Nov 2009
Location: GMT-5
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Re: [RULES] Rule of 16!
Quote:
BTW, thanks for that google doc. I'll play test it. Have you used it? How did it go? |
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07-03-2010, 06:03 PM | #30 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [RULES] Rule of 16!
Quote:
No, I have not playtested it, since I just wrote it out of inspiration on reading the thread. I have used the rules for extreme scores in the past though, and they work. I plan on trying it in my weekly DF game though. |
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rule of 16 |
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