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<blockquote data-quote="Conaill" data-source="post: 2666393" data-attributes="member: 1264"><p>Yes it does (See? You're calculating percentages again. Stop that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p><p></p><p>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.</p><p></p><p>Let's turn the situation around: Say you're an archer with <em>one</em> +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". </p><p></p><p>Which one sounds more intuitive to you?</p></blockquote><p></p>
[QUOTE="Conaill, post: 2666393, member: 1264"] 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 [i]one[/i] +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? [/QUOTE]
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