[Classicmerp] GURPS Normal Distribution Curve vs Linear Approaches

Michael Cole mcole222 at yahoo.com.au
Tue Dec 24 00:27:02 UTC 2013


Sorry, can't do inline 'cos I'm at work.


But basically, no it is not the same effect.  The cause is the same, i.e, the range has increased, but the effect that that will have on an individual shooter will vary according to how good they are at coping with that increase in range.  Their level of accuracy will not drop off at the same rate.


OK, simplistic example.  The salary of everyone at company X drops by 50%.  The effect that that will have on the lower paid work force compared to the CEO will be remakably different.  It will be even more pronounced if the salary drop is in dollar figures rather than a percentage.

The same cause will not have the same effect on all.

Another example - two people drag racing, one a professional driver, the other not.  Throw in a sharp curve.  The curve will have a far greater effect on the non-professional than the professional - the decrease in ability to keep the car moving sfaely at speed will not be linear.  The cause is the same, the effect is not.

 
--
Regards,


Michael Cole




On Tuesday, 24 December 2013 11:14 AM, Lev Lafayette <lev at rpgreview.net> wrote:
 

>On Tue, December 24, 2013 9:03 am, Lev Lafayette wrote:
>> On Mon, December 23, 2013 8:07 pm, Michael Cole wrote:
>>>
>>> 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.
>>
>> But it *is* the same effect (let's not engage in a naturalistic fallacy,
>> where what ought to be the case is confused with what is the case).
>
>Actually, apropos this one thing that should be mentioned is that very
>weirdly, GURPS uses a normal distribution for chances of success, but a
>linear distribution for effects *sometimes*.
>
>e.g., the modification penalty for a target varies according to the basic
>skill roll of the shooter. If they are using a bow to hit their target
>(thr+3, e.g., 1d6+3) it is linear, but if it is an assault rifle it uses a
>normal distribution (e.g., 7d6).
>
>Now this is obviously a side-effect of using a "bucket of dice" approach
>to determine damage with modern weapons, but for a low-tech game the
>effect does mean that in most cases damage is linear when (in this case)
>it should be according to a normal distribution.
>
>Of course the other side is that apart from (a) criticals and (b) damage
>there is no graduated effect. Either you succeed or you don't.
>
>
>-- 
>Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech
>Mngmnt) (Chifley)
>mobile:  0432 255 208
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