[Classicmerp] GURPS Normal Distribution Curve vs Linear Approaches

Michael Cole mcole222 at yahoo.com.au
Mon Dec 23 09:07:34 UTC 2013


On 23/12/2013 12:03 PM, Lev Lafayette wrote:
> However in other circumstances it is almost broken, particularly when
> you're applying a modifier which ought to be linear.
And this is where the disagreement will be.  The "ought to be linear" bit.

> As an example, consider a range/speed modifier of -4 against characters
> with skills 18, 12, and 8. What/should be the same effect for all/
> 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!

And IMO, it /shouldn't/ 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.

*Realism*: 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 
_not _be linear.

*Playability*: 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.

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.


> 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.
I can go with that.


> The following articles in RPG Review may be of interest:
>
> SLURPS for GURPS by Karl Brown
> http://rpgreview.net/files/rpgreview_4.pdf‎
Read it - disagree for the above reasons.

> Narrativism for GURPS by yours truly
> http://rpgreview.net/files/rpgreview_17.pdf‎
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.
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