11-22-2014, 08:11 PM | #81 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Reaction Table House Rules
Pretty much any skill should be usable as an influence skill with respect to people who want you to use that skill. That covers stats, talents, and raw skill level.
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11-23-2014, 12:51 AM | #82 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Reaction Table House Rules
People don't necessarily want you to use that skill[ when you're starting to enjoy the benefits. E.g. people walking by and hearing a street musician; they're not walking with the intent to listen to Musical Instrument; but if he's really talented, he might get a Reaction Bonus nonetheless, to their surprise (the example is particularly relevant to Talents because street musicians seem to usually [but not always] be mediocre-skilled and with cheap gear).
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11-23-2014, 12:59 AM | #83 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Reaction Table House Rules
Quote:
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12-01-2014, 12:22 PM | #84 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Reaction Table House Rules
Thinking some more on traits that provide extreme good results vs. traits that negate chances of bad results:
We in fact don't have a canonical way for reaction modifiers to 'pick' between those different improvements. So here's what I propose: Allow certain reaction modifiers to apply reputation-like frequency-of-invocation that is tied directly to the unmodified dice result of the Reaction Roll. So you can have Love'Er-or-Hate'Er characters, 'if he is liked, he is adored, but otherwise nobody cares one way or another', or 'Parker never manages to impress anyone, but nobody ever, ever says a bad word to her', and other variants. Game-mechanics: The above phenomenon can be applied to any reaction modifier, and should also apply to skill bonuses provided by them for balance. Price modifications are as follows (stolen from Reputation modifiers):
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12-01-2014, 01:08 PM | #85 |
Join Date: Nov 2011
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Re: Reaction Table House Rules
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Tags |
house rules, influence skills, reaction modifiers, reaction rolls, social engineering |
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