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Archived from groups: rec.games.frp.gurps (More info?)
GURPS still doesn't use about half of the probability curve for most
skills. It's fairly easy to get a few skills to a skill level of 14
(90.7% chance of success without modifiers) with a starting point total
of 100. It takes an attribute of 10 and a skill of -3 (1 point) in a
very hard skill to have a skill of 7 (still a 16.2% chance of success),
and that's not very likely to happen since if a skill is important
enough to matter and couldn't be done by another character, a few extra
points (7 more) would triple the chance of success to 50%.
I think it would be nice if more of the probability curve was used as
it'd give more room for character development instead of further
increasing the desire to generalize after a certain point.
Ways I can think of... Default attribute of 8 - offsets the point where
generalization occurs.
2d12 instead of 3d6. Sacriligous, but also removes the steep hump the
GURPS probablity curve uses while increasing the maximum the dice can
land on by 4. The new "average" is 13, which makes advancing past that
point more important.
I thought I'd post here for some thoughts and discussion on the matter.
Try and keep the flames to a minimum.
GURPS still doesn't use about half of the probability curve for most
skills. It's fairly easy to get a few skills to a skill level of 14
(90.7% chance of success without modifiers) with a starting point total
of 100. It takes an attribute of 10 and a skill of -3 (1 point) in a
very hard skill to have a skill of 7 (still a 16.2% chance of success),
and that's not very likely to happen since if a skill is important
enough to matter and couldn't be done by another character, a few extra
points (7 more) would triple the chance of success to 50%.
I think it would be nice if more of the probability curve was used as
it'd give more room for character development instead of further
increasing the desire to generalize after a certain point.
Ways I can think of... Default attribute of 8 - offsets the point where
generalization occurs.
2d12 instead of 3d6. Sacriligous, but also removes the steep hump the
GURPS probablity curve uses while increasing the maximum the dice can
land on by 4. The new "average" is 13, which makes advancing past that
point more important.
I thought I'd post here for some thoughts and discussion on the matter.
Try and keep the flames to a minimum.