06-29-2015, 04:33 AM | #11 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Making Perception Checks Less Random
Only if you didn't mean what you said. Under controlled conditions, few skills are particularly random. It's just that controlled conditions are pretty rare for many skills.
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06-29-2015, 04:33 AM | #12 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Making Perception Checks Less Random
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Having 1 or 2 perception more than another person matters, if you are in the right section of the bell curve. The difference is largest in the middle, so if you target the TDM's to hit that sweet spot you will see a difference.
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06-29-2015, 04:43 AM | #13 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Making Perception Checks Less Random
Quote:
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06-29-2015, 05:05 AM | #14 | |
Join Date: Jul 2012
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Re: Making Perception Checks Less Random
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And maybe less rare for tests of ST outside combat? Which, again, is what I said, and gave some examples which crop up in game situations. |
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06-29-2015, 05:07 AM | #15 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Making Perception Checks Less Random
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Here's an example. Consider the following statements:
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06-29-2015, 05:17 AM | #16 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Making Perception Checks Less Random
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The linked video is a good demonstration: People see everything, but only some notice the important things in the video, while others don't, even though everything's in plain sight right in front of them. That's the difference between sensing and perceiving, and the roll is largely to represent whether you perceive what you see (hear, touch, whatever). Also, the forest example is totally off because it provides a flat penalty per unit of distance, not the standard logarithmic diminishing penalty. |
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06-29-2015, 11:09 AM | #17 |
Join Date: Dec 2008
Location: Behind You
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Re: Making Perception Checks Less Random
Guys, why do you have to roll all three dice? If you want it less random, just do: 7 + 1d6.
8 to 13 for dice roll result. No need to bring in fate and everything. So you get a bit of random without horridly random, and it's still a 3d6 roll. |
06-29-2015, 11:18 AM | #18 | ||
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Making Perception Checks Less Random
Quote:
Quote:
Hearing a Sound: GURPS RAW, No Situational Modifer Adam will hear it 50% of the time; Beth will hear it 74.07% of the time. In play, this will break down as follows: 37.03% both hear (50% x 74.07%) 12.96% neither hear (50% x 25.93%) 12.96% only Adam hears (50% x 25.93%) 37.03% only Beth hears (50% x 74.07%) So, in this routine situation, when only one or the other hears (50% of the time), 25.92% of the time it will be Adam, or about 1 time in 4. Hearing a Sound: GURPS RAW, -5 Situational Modifer Adam will hear it 2.78% of the time; Beth will hear it 16.20% of the time. In play, this will break down as follows: 0.45% both hear (2.78% x 16.20%) 81.47% neither hear (97.22% x 83.80%) 2.33% only Adam hears (2.78% x 83.80%) 15.75% only Beth hears (97.22% x 16.20%) So, in this demanding situation, when only one or the other hears (18.08% of the time), 12.89% of the time it will be Adam, or about 1 time in 7. A 1 in 4 chance of Adam hearing something fairly obvious over Beth could be attributed to the "biases and tricks that our consciousness does to us". The 1 in 7 chance of hearing something not obvious could be modeling the fact that Adam is just less likely to notice it at all, regardless of biases and tricks of his consciousness. Now let's see the results of using my 2 Fate dice house rule. Hearing a Sound: 2 Fate Dice House Rule, No Situational Modifer Adam will hear it 66.67% of the time: two fate dice will combine to give a <=0 result ⅔ of the time. So by my fate dice house rule, Adam's 10+(sum of the fate dice) will be less than his Hearing of 10 ⅔ of the time. Beth will hear it 100% of the time: the highest Beth can roll on 10+(sum of the fate dice) is 12, which is <= to her Hearing of 12. So Beth will never not hear it. In play, this will break down as follows: 66.67% both hear 0% neither hear 0% only Adam hears 33.33% only Beth hears So, in this routine situation, when only one or the other hears (33.33% of the time), 0% of the time it will be Adam, so Adam never beats Beth. Hearing a Sound: 2 Fate Dice House Rule, -5 Situational Modifer A -5 situation modifier means even Beth is rolling against (her 12-5 which is) a 7. The best she can do on a 10+(sum of 2 fate dice) roll 10-2=8, so even she will never notice. So, in this demanding situation, nobody notices the sound. In play, I'm okay with neither or both noticing; it's the less perceptive PC beating out the more perceptive PC too often that bothers me. I guess I need to decide how often is too often. Right now I'm thinking of going with this:
I appreciate the effect of the "biases and tricks that our consciousness does to us". I think these signal to noise effects are two sides of a coin. For passive detection, it's seems pretty random. For active detection, what you're trying to detect is pretty much set by the physics of the situation, while noticing something else at the same time would be even more unlikely than the passive situation (a-la the -5 penalty that Single Minded [B85] characters get). Additionally, you could use more (or fewer) fate dice to increase (or decrease) the standard deviation to suit the situation. (I suspect this is may be the whole point of the fate dice mechanic.)
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06-29-2015, 02:57 PM | #19 |
Join Date: Dec 2013
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Re: Making Perception Checks Less Random
To relate a relevant tale I heard somewhere (and may be apocryphal), some soldiers had received some beer from the locals. Naturally, rather than report anything, they wanted to make sure the sargeant didn't find out.
So they hid it. Naturally, the sargeant found every single bottle. Until he got to one room. Looked under the bed, looked in the bed, looked in all the drawers, looked in the light fixtures, etc., finally gave up and left. The bottle was sitting in plain sight on a side-table. And, personally, I've missed things that were three feet from my nose. Basically? What you notice is filtered through your subconscious, and if you can tell what's going on in there, you probably qualify as Trained By A Master at minimum. |
06-30-2015, 12:56 PM | #20 |
Join Date: Sep 2004
Location: Montréal, Québec
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Re: Making Perception Checks Less Random
I think you're in the process of creating a fix that wiil add rules crud way out of proportion with the sum of both the problem's significance and the new rule's benefits. It also breaks down whenever the two characters involved aren't Alex and Beth (i.e. have Per scores other than 10 an 12).
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acute senses, dice mechanics, house rule, perception, sense rolls |
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