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<blockquote data-quote="Willie the Duck" data-source="post: 9184421" data-attributes="member: 6799660"><p>You misunderstand. Sometimes the roll is a check <em><u>against</u></em> IQ, and not Will (regardless of its derivation, which yes is derived from IQ). See: Mental disadvantages (p.30)-- <em>"Note to the GM: Many mental disadvantages permit the afflicted character to make IQ or will Rolls (p.93) to avoid the bad effects. In these cases, any roll of 14 or over still fails. Otherwise, very smart of strong-willed people would be almost immune to their own bad habits - which isn't the way life works!"</em> Notably, Absent-Minded, Gullibility, Honesty, Overconfidence, and Split Personality all roll against straight IQ instead of Will, but still use the 14+ auto-fail. There's a number of other ones (such as the addictions and combat paralysis) which use HT (possibly modified by will) instead. It doesn't specifically state that these too automatically fail on 14+, but I suspect a lot of people inferred it to be the same (I probably checked the BBS for clarification back in the day, but don't remember if there was a ruling on it). </p><p></p><p>Yep, some of those situationals would be environmental, and others baked in (you are <em>really </em>____phobic). Still, there was a sweet spot where most of the checks would be +/-0 to the roll. That, combined with +2-3 to a score being where it was still 10pts/level, almost everyone having some mental skills*, and some other odd rules nuances*<em>, lead to a lot of combat-oriented characters**</em> BitD to be a little smarter than average. Between the skills, minor perks, and being able to take a bunch of disadvantages with a ~16% chance of occurrence, it just felt like a smart buy. </p><p><span style="color: rgb(209, 213, 216)">*certainly in a modern+ setting</span></p><p><span style="color: rgb(209, 213, 216)">**such as a 12 IQ giving you +2 to effective gun skill</span></p><p><span style="color: rgb(209, 213, 216)">***in my personal experience, at the point when we were still optimizing to beat the band. </span></p><p></p><p>l</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9184421, member: 6799660"] You misunderstand. Sometimes the roll is a check [I][U]against[/U][/I] IQ, and not Will (regardless of its derivation, which yes is derived from IQ). See: Mental disadvantages (p.30)-- [I]"Note to the GM: Many mental disadvantages permit the afflicted character to make IQ or will Rolls (p.93) to avoid the bad effects. In these cases, any roll of 14 or over still fails. Otherwise, very smart of strong-willed people would be almost immune to their own bad habits - which isn't the way life works!"[/I] Notably, Absent-Minded, Gullibility, Honesty, Overconfidence, and Split Personality all roll against straight IQ instead of Will, but still use the 14+ auto-fail. There's a number of other ones (such as the addictions and combat paralysis) which use HT (possibly modified by will) instead. It doesn't specifically state that these too automatically fail on 14+, but I suspect a lot of people inferred it to be the same (I probably checked the BBS for clarification back in the day, but don't remember if there was a ruling on it). Yep, some of those situationals would be environmental, and others baked in (you are [I]really [/I]____phobic). Still, there was a sweet spot where most of the checks would be +/-0 to the roll. That, combined with +2-3 to a score being where it was still 10pts/level, almost everyone having some mental skills*, and some other odd rules nuances*[I], lead to a lot of combat-oriented characters**[/I] BitD to be a little smarter than average. Between the skills, minor perks, and being able to take a bunch of disadvantages with a ~16% chance of occurrence, it just felt like a smart buy. [COLOR=rgb(209, 213, 216)]*certainly in a modern+ setting **such as a 12 IQ giving you +2 to effective gun skill ***in my personal experience, at the point when we were still optimizing to beat the band. [/COLOR] l [/QUOTE]
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