10-05-2022, 09:05 AM | #31 | |
Join Date: Aug 2007
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Re: Default rolls vs. skill rolls replacing attribute rolls
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You had to have Super Running for any multiplication. So in 4e they got rid of bonuses for Running Skill. Then they made it possible to buy up both Basic Speed and Basic Move individually. They probably figured that if losing that fractional value bothered you so much you bought it up at this stage. Then they added a multiplication stage for Sprinting instead of adding just +1. Even this ws being finicky. It only matters for some faster tha average people. Why didn't they use your multiple multiplication proceedure? I don't know. I've never heard it discussed by any of the PTB. If I were to speculate I'd gues that they thought the marginal increase in complexity exceeded the value of any increase in theoretical accuracy. Simplicity is a virtue. That's only my guess though. Only a limited number of people would actually know and I haven't seen them in the forums lately. It's been more than 18 years since that decision was made so they might not even remember "Why?". I suspect you're not going to get the answer you want.
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Fred Brackin |
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10-05-2022, 10:31 AM | #32 |
Join Date: Dec 2007
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Re: Default rolls vs. skill rolls replacing attribute rolls
By the time that they introduced rules for enhanced movement, movement already existed as a distinct if tertiary stat to be multiplied. They wanted an advantage that only changed how fast you could could move and not now fast your reflexes were (Speed). Doing it this way was simpler. Only slightly simpler, but GURP character creation is already plenty involved.
Last edited by David Johnston2; 10-05-2022 at 10:56 AM. |
10-05-2022, 08:34 PM | #33 | |
Join Date: Jun 2018
Location: The Wired
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Re: Default rolls vs. skill rolls replacing attribute rolls
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The real oddity is Extra Effort, though… |
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