<html>
<head>
<meta content="text/html; charset=ISO-8859-1"
http-equiv="Content-Type">
</head>
<body text="#000000" bgcolor="#FFFFFF">
<div class="moz-cite-prefix">On 23/12/2013 12:03 PM, Lev Lafayette
wrote:<br>
</div>
<blockquote
cite="mid:66b27230635e654c5ced10e36a692e0d.squirrel@webmail.rpgreview.net"
type="cite">
<pre wrap="">However in other circumstances it is almost broken, particularly when
you're applying a modifier which ought to be linear. </pre>
</blockquote>
And this is where the disagreement will be. The "ought to be
linear" bit.<br>
<br>
<blockquote
cite="mid:66b27230635e654c5ced10e36a692e0d.squirrel@webmail.rpgreview.net"
type="cite">
<pre wrap="">As an example, consider a range/speed modifier of -4 against characters
with skills 18, 12, and 8. What <i>should be the same effect for all</i>
characters ends up being about less than 10% for the skill 18, a whopping
49% for the skill 12 character, and 24% for the skill 8 character. Varying
the effective modifier according to skill level is, in effect, changing
the actual distance that a range attack occurs based on the character's
skill level!</pre>
</blockquote>
<br>
And IMO, it <i>shouldn't</i> be the same effect for all. And this
is the fundamental point on which it all rests. If you have a high
skill in (say) archery, then its not just that you are better then
the other guy, its that negative effects don't have as much of a
negative impact on you as they do on the other guy. And then once
you get to the point that you are crap, then you are just crap, and
you can't get much worse. I'm not going to argue the numbers, as
its not that important, but I agree with the underlying principle.<br>
<br>
<b>Realism</b>: It does make sense. The better you are, the better
you can cope with problems. At point blank range, the sniper may be
a little better that the common grunt, but at long range, he is a
hell of a lot better. Anyone can drive on a normal road at roughly
the same level of expertise, but when you get in a Formula One car,
then driving skill differences will become really apparent. The
skill level effects should <u>not </u>be linear.<br>
<br>
<b>Playability</b>: This is when it becomes useful. Because you can
use these numbers to change the potential results by use of the
environment. If you are better at ranged weapons than the other
guy, then you should be fighting at extended range as it will be
better for you. If he is better than you, then you should get in
close so that the skill discrepancy is not as noticeable. If you
have linear skills, then it totally removes this part of simulation,
and to my mind, that makes it weaker, and is a distinct drawback of
D20 systems.<br>
<br>
The better sword skill really should come to the fore when
situations are against you. Fight them of a swaying bridge - its
going to bother them more than you. And if you are really crap,
then go the whole way - pitch black room with an uneven floor and a
loud boom-box blaring. If the environment is that bad, then it
becomes more of a crap-shoot, and the advantages of skill should be
very much diminished. You cannot do this with linear skills.<br>
<br>
<br>
<blockquote
cite="mid:66b27230635e654c5ced10e36a692e0d.squirrel@webmail.rpgreview.net"
type="cite">
<pre wrap="">
I think Michael's rules of 1 character point to change 1 degree of success
is a good method (basically what is used in HeroQuest), although it is
worth looking at using 2 points to turn a critical failure into a failure
and a success into a critical success (reason: criticals in GURPS are
*harsh*) as per GURPS 4th edition, p347.</pre>
</blockquote>
I can go with that.<br>
<br>
<br>
<blockquote
cite="mid:66b27230635e654c5ced10e36a692e0d.squirrel@webmail.rpgreview.net"
type="cite">
<pre wrap="">The following articles in RPG Review may be of interest:
SLURPS for GURPS by Karl Brown
<a class="moz-txt-link-freetext" href="http://rpgreview.net/files/rpgreview_4.pdf‎">http://rpgreview.net/files/rpgreview_4.pdf‎</a>;</pre>
</blockquote>
Read it - disagree for the above reasons.<br>
<br>
<blockquote
cite="mid:66b27230635e654c5ced10e36a692e0d.squirrel@webmail.rpgreview.net"
type="cite">
<pre wrap="">Narrativism for GURPS by yours truly
<a class="moz-txt-link-freetext" href="http://rpgreview.net/files/rpgreview_17.pdf‎">http://rpgreview.net/files/rpgreview_17.pdf‎</a>;
</pre>
</blockquote>
Could be done, but possibly on a points-shared basis. This can be
discussed, but your characters won't have enough spare time (if all
this works properly) to do training, and I do like the idea that
skills used under pressure can become better. I'm happy to accept
ideas on all of this stuiff.<br>
</body>
</html>