Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 10-12-2022, 02:07 AM   #1
Join Date: Aug 2018
Default Zombies and Doorknobs

Recent TV has got me thinking - what sort of IQ rolls and DX roll should be required to do things like turn doorknobs?

It's the type of thing we take for granted for your average IQ 10 / DX 10 human so I'm guessing a +10/+10 sort of thing where you normally handwaive it for an average PC (if you ever crit-failed you'd just succeed a second later) but in terms of edge-of-sapience things like zombies, the rolls could be interesting.

It might also come up in situations where magic or injury temporary befuddles someone into a state where they might struggle with those things, or maybe if there's slippery viscera on hands/doorknob where you can't quite get a grip, or maybe you don't reach for the doorknob properly in bad lighting.

In cases where you need to quickly open a door, quickly lock a door, etc then succeeding or failing in 1 second instead of 2-3 could become important in escaping a horde, or a horde opening a door and sticking a limb through before you can barricade it properly.
what this forum is
(17 March 2020 forum rules from Hackard)
Plane is offline   Reply With Quote

doors, ladders, locks, nuisance roll, zombies

Thread Tools
Display Modes

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 Jump

All times are GMT -6. The time now is 05:46 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.