Steve Jackson Games Forums Formulas for speeding up repetitive rolls
 Register FAQ Calendar Mark Forums Read

 08-08-2020, 11:17 AM #11 Kallatari   Join Date: Jan 2006 Location: Ottawa, Canada Re: Formulas for speeding up repetitive rolls As pointed out by others, the probability of success is defined on p.B171. That's all you need to know to do the math. As to what math: To determine the number of successes achieved over a specific time period/specific number of rolls: multiply the number of rolls by the probability of success of your effective skills/attribute to determine how many rolls will be successful, and drop fractions. Example (same as provided by a previous post): 30 days of healing means 30 rolls. If your effective HT for healing is 11 (62.5%), that would give you (30 x 0.625 = 18.75, dropping fractions gives) 18 successes, so you would regain 18 HP over 30 days.To determine how many rolls/how much time is required to achieve a certain number of successes: divide the number of successful rolls required by the probability of success, then round up. Example: You need to recover 12 HP, thus make 12 daily healing rolls. Your effective HT for healing is 11 (62.5%), you would need to make (12 / 0.625 = 19.2, rounded up to) 20 healing rolls, or it takes 20 days to fully recover.
 08-08-2020, 11:24 AM #12 Kallatari   Join Date: Jan 2006 Location: Ottawa, Canada Re: Formulas for speeding up repetitive rolls Since the healing rate was stated as the example, here is the statistically average rates, with a bit of rounding to make nice numbers. Effective HT for healing (after all modifiers) -> rate of HP recovery HT 3 or less = 1 HP per 200 days (or 0.005 HP per day) HT 4 = 1 HP per 50 days (or 0.02 HP per day) HT 5 = 1 HP per 20 days (or 0.05 HP per day) HT 6 = 1 HP per 10 days (or 0.1 HP per day) HT 7 = 1 HP per 7 days (or 0.15 HP per day) HT 8 = 1 HP per 5 days (or 0.2 HP per day) HT 9 = 1 HP per 3 days (or 0.33 HP per day) HT 10 = 1 HP per 2 days (or 0.5 HP per day) HT 11 = 1 HP per 1.5 days (or 0.66 HP per day) HT 12 = 1 HP per 1.3 days (or 0.75 HP per day) HT 13 = 1 HP per 1.25 days (or 0.8 HP per day) HT 14 = 1 HP per 1.1 days (or 0.9 HP per day) HT 15 = 1 HP per 1.05 days (or 0.95 HP per day) HT 16 or more = 1 HP per 1.02 days (or 0.98 HP per day) An effective healing HT of 17 or higher is no better than 16 since a roll of 17 or more is an automatic failure. FYI, personally I'd treat an effective HT of 14 or more as 1 HP per day, as those fractions as close enough to not really matter. Last edited by Kallatari; 08-08-2020 at 11:35 AM.
 08-09-2020, 05:30 AM #13 dataweaver     Join Date: Aug 2004 Location: the frozen wastelands of Southern California Re: Formulas for speeding up repetitive rolls Ritual Path Magic is based on repetitive rolls, and there's a table somewhere (I think it's in one of the Monster Hunters supplements) that's designed to collapse a large series of repetitive rolls into one. Perhaps that could adapted for use with other kinds of repetitive rolls? __________________ Point balance is a myth.[1][2][3][4]
 08-09-2020, 11:27 AM #15 AlexanderHowl   Join Date: Feb 2016 Re: Formulas for speeding up repetitive rolls That is really far too complicated, especially since we only need to multiply probability by number of attempts. Anyway, no TL8 hospital will keep anyone in a bed after they get above -(HP), as hospital beds are too valuable (and far too expensive in the USA). You would need to be able to pay out of pocket for daily care from a personal physician, or have such an individual as a good friend/relative (a really good use of Ally), to benefit from physician care past -(HP).
08-09-2020, 03:40 PM   #16
Varyon

Join Date: Jun 2013
Re: Formulas for speeding up repetitive rolls

Quote:
 Originally Posted by AlexanderHowl That is really far too complicated, especially since we only need to multiply probability by number of attempts.
My suggestion simply gives a way to allow a dice roll (or three) to shift the probability some, to make things more interesting. The complication only comes in if you need to know margins (or how many critical successes/failures would have happened), and in cases where that matters you'd need to do it even if using the unmodified probability.

Quote:
 Originally Posted by AlexanderHowl Anyway, no TL8 hospital will keep anyone in a bed after they get above -(HP), as hospital beds are too valuable (and far too expensive in the USA). You would need to be able to pay out of pocket for daily care from a personal physician, or have such an individual as a good friend/relative (a really good use of Ally), to benefit from physician care past -(HP).
Honestly, I suspect the way this would work would basically be that once the character has recovered enough they are no longer at risk of death without further wounds and are conscious, they'd probably be kept only a few days to ensure no problems are going to crop up (or previous ones recur) before being sent home. People who spend a long time in the hospital aren't the ones recovering, they're the ones who need monitoring to not die. Of course, if the GM wants to have a setting where characters can chill at the hospital for a month to benefit from the ~doubled recovery rate, I see no problem with them doing so, even to the point of letting them stay until fully recovered (or possibly even longer). In settings where this isn't an option, PC's may nonetheless have access to a similar facility (typically in the form of a dedicated medbay in their base/starship/whatever).
__________________
GURPS Overhaul

 08-09-2020, 04:06 PM #17 AlexanderHowl   Join Date: Feb 2016 Re: Formulas for speeding up repetitive rolls A TL9 automed would be an option, especially on the yacht of a wealthy traveler.
08-09-2020, 05:43 PM   #18
Rupert

Join Date: Aug 2004
Location: Wellington, NZ
Re: Formulas for speeding up repetitive rolls

Quote:
 Originally Posted by AlexanderHowl That is really far too complicated, especially since we only need to multiply probability by number of attempts. Anyway, no TL8 hospital will keep anyone in a bed after they get above -(HP), as hospital beds are too valuable (and far too expensive in the USA). You would need to be able to pay out of pocket for daily care from a personal physician, or have such an individual as a good friend/relative (a really good use of Ally), to benefit from physician care past -(HP).
I don't think they use anything like 'hit points' as their measure of your readiness to leave. They look at how likely you are to suddenly need hospital level care again, and how likely you are to die immediately if you can't get it. Thus after open heart surgery the stay is based on how fast you recover the ability to breathe without oxygen, walk and move around without assistance, and how well your heart is behaving. Actual healing of the wounds, past the "they aren't doing something they shouldn't" level isn't really a consideration.
__________________
Rupert Boleyn

"A pessimist is an optimist with a sense of history."

08-09-2020, 11:43 PM   #19
Celjabba

Join Date: Sep 2006
Location: Luxembourg
Re: Formulas for speeding up repetitive rolls

Quote:
 Originally Posted by AlexanderHowl That is really far too complicated, especially since we only need to multiply probability by number of attempts. Anyway, no TL8 hospital will keep anyone in a bed after they get above -(HP), as hospital beds are too valuable (and far too expensive in the USA). You would need to be able to pay out of pocket for daily care from a personal physician, or have such an individual as a good friend/relative (a really good use of Ally), to benefit from physician care past -(HP).
Looking at the table p421, you are suggesting that Hospital would only keep critical patients ?

I certainly agree they could and would release patients with positive hp, unless there is a condition unrelated to hp that require hospitalisation .

But patient with negative hp ? That seem dubious, even for patient suffering from pure physical damage.

Last edited by Celjabba; 08-09-2020 at 11:47 PM.

 08-10-2020, 12:28 AM #20 AlexanderHowl   Join Date: Feb 2016 Re: Formulas for speeding up repetitive rolls If the patient is in no danger of dying from injury or infection, they will send them home (at least in the USA). Hospitals are dangerous environments, they have lots of sick people, and it is often safer (if slower) for patients to recover at home than at a hospital. They may have a nurse visit them once a day to change bandages, but that is only assuming that there is no one in the household to help the patient.

 Tags formulas, healing, repetitive

 Thread Tools Display Modes Linear Mode

 Posting Rules You may not post new threads You may not post replies You may not post attachments You may not edit your posts BB code is On Fnords are Off [IMG] code is Off HTML code is Off Forum Rules
 Forum Jump User Control Panel Private Messages Subscriptions Who's Online Search Forums Forums Home Illuminati Headquarters     SJ Games Discussion     Daily Illuminator     Forum Feedback and Help Warehouse 23     Warehouse 23 General Discussion     Warehouse 23 Digital     Pyramid Munchkin     Munchkin 101     Munchkin     Munchkin Collectible Card Game     Other Munchkin Games Roleplaying     Dungeon Fantasy Roleplaying Game         DFRPG Resources     GURPS         GURPS Resources         GURPS Character Assistant     Transhuman Space     Traveller     The Fantasy Trip         The Fantasy Trip: House Rules     In Nomine     Roleplaying in General     Play By Post Board and Card Games     Car Wars         Car Wars Old Editions     Ogre and G.E.V.         Ogre Video Game         Ogre Scenarios     Board and Dice Games     Card Games     Miniatures The Gnomes of Zurich     The Industry     Conventions     Trading Post     Gamer Finder

All times are GMT -6. The time now is 06:46 AM.

 -- Default Style ---- Classic Forum Colors Contact Us - Steve Jackson Games - Privacy Statement - Top