Jürgen Hubert
First Post
VirgilCaine said:I raise you Synnibar.
I fold.
Have you actually played Synnibar?
VirgilCaine said:I raise you Synnibar.
Conaill said:Yes it does (See? You're calculating percentages again. Stop that.)
If you're attempting something while you're subject to some kind of penalty, when does that penalty matter most? The person with really high skill isn't really going to care - he'll succeed anyway. The person with a really poor skill isn't really going to care either - he'll probably fail anyway. But for the person who only has a 50-50 chance of succeeding to begin with, that -2 penalty can make all the difference.
Let's turn the situation around: Say you're an archer with one +2 arrow left, in a quiver full of normal arrows. When should you decide to use that last +2 arrow during the course of a combat? D&D would tell you "Fire it at any time. Doesn't matter what your chances of hitting are, the +2 gives you an even 10% higher chance, translating in a fixed average increase in damage." GURPS on the other hand would tell you "Better wait for a good opportunity to use that arrow. Don't waste it on shots which you'll probably fail anyway, or on ones you are likely to make even without the +2. Instead, use it when you think the extra +2 might be just enough to put you over the edge".
Which one sounds more intuitive to you?
billd91 said:You find it MORE intuitive that a -2 on the check affects a character whose target number is 12 significantly more (effectively -24%) than a character whose target number is 16 (effectively -8%) compared to a -2 giving all characters a -10% lower chance of success?
I find that curious.
Fine - expected increase in damage.billd91 said:The trouble here is, these situations and how they should be approached are exactly the same. In both cases, there's only one +2 arrow so there's no fixed average increase in damage.
Yup. That doesn't stop people from calculating their optimal amount of Power Attack to maximize expected damage output though. Heck, I believe there was even a seminar on that at Gencon a few years ago...Jim Hague said:What surprises me in all this is that people are bothering to calculate percentages for success. There's very, very few ways a characters would know this in all but the most general and nebulous way...why sit there and play the numbers game when you could be roleplaying the encounter, whatever it may be? Isn't that called metagaming and generally frowned upon?![]()
Conaill said:Yup. That doesn't stop people from calculating their optimal amount of Power Attack to maximize expected damage output though. Heck, I believe there was even a seminar on that at Gencon a few years ago...
Jürgen Hubert said:I fold.
Have you actually played Synnibar?
There really are a lot of supplements you should consider if you're going to be doing contemporary horror: GURPS Horror, Spirits, Voodoo, and Cabal are all excellent. You might also want to take a look at the two volumes of Suppressed Transmission.VirgilCaine said:Of course, I just want to use it for contemporary horror campaigns, so the myriad books aren't of much interest to me, neither are the myriad Pyramid sample articles (use the search function, lots of good stuff there, even for my limited wants) dealing with GURPS Fantasy and GURPS Black Ops and GURPS whatever.