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RPG Laboratory

The Doctor´s Dilemma - Why skills are misunderstood.

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Let´s Think in Gurps shall we?

"You are the most succeful doctor in your town, you saved tons of lives in the last 20 years, your skills are legendary, your actions alone led to the foundation of a medical council in your town, where you are in charge, surgery is a child´s play to you.

however, everything is about to change.

one day, a rainy day, a young girl is waiting for you at the clinic, her diagnosis? Hiccups. yes. hiccups.

you are about to give her some medicine, all is well.

but, somewhere, in another space, another time... some dice roll..... and mark a 18...

you take your scapel, and in a furious blind rage, you STAB THE GIRL IN THE EYE with the scalpel, killing her and getting you to jail, you are arrested ,your brilliant medical career is destroyed because you had a critical failure."

sounds creepy? sounds ridiculous?

that happens a lot, in the entire world.
EVIL, EVIL GMS FROM HELL that cant let a character open a drawer without a dexterity check.

The skill check idea that comes from the primordial era of RPGs has latched on our minds, we cant get rid of it. when designing RPGs, most people just Ctrl+c and Ctrl+v ideas from other sources.

THIS. HAS. TO. END. LOL.

thats it guys, thats what i think about the current skills in GURPS, and to some extent, in other systems too.

EDIT >

Thanks for reading and spreading the word.
i will let this guide here because too much people still dont get it.

Flawed analogy

Malpractice happens in the real world. Critical failure happens in the real world. Trying to reflect that in an RPG is apt. If a GM abuses that, they are a bad GM, period. Can't blame the entire genre for that.

Still, I will agree with your overall assessment that GURPS isn't that great. I gave that system a try quite a few years back, and always found it very lacking. It has a ton of sourcebooks, but the core system is so-so, and not very accurate as far as odds go. For instance, such a critical failure as you noted (which was confusing due to the 'blind rage' part, which suggests deliberate failure rather than accidental failure), should be at 1% or less. With a system based on rolling three six-sided dice at a time like GURPS, you cannot accurately represent 1% or less.

The best way to prove your point is to lead by example. Put forth a reasonable RPG that is free of the standard RPG cliches you are sick of. Rather than criticize GURPS, which is easy to do, make a game that blows GURPS out of the water, or thoroughly ignores GURPS and is quite cool on it's own. That's not-so-easy to do.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

We have evolved

Once upon a time, this was the case. Things have changed since then - or they have in my gaming group. The simple answer is: don't roll unless it is dramatically necessary.

A lot of RPGs carry an advisory to this effect or contain a mechanism that recognises that a skilled person who is not under pressure should be able to do their job properly.

Rven with GURPS (which is not that bad if you take into account its origins as a hex-based fantasy combat system from the 70s and ignore those aspects of the game completely), you could just assume that a level of 12+ in a skill is professional competency and let it go at that. The average roll on 3d6 is 11, after all.

This is why we hate attourneys

There is the word of the law, and the spirit. Lawyers have their infamous reputation because they chose between the two facets to support one view or another.

Rolls are included to make life a bit more interesting and unpredictable. Getting stuck in prison is neither of these things, and probably shouldn't have been an option in the scenario. No rule set is going to help with a bad GM, though a good GM can make a poor set of mechanics function.

The dilemma here is most likely with the person running the game, not the system itself.

A critical failure may be a change in the situation rather than anything the character did. With hiccups, it could very well be that the muscle spasms are the sign of a rare tropical disease. As such, a misdiagnoses means she gets sicker or dies, turning the game into an episode of some esoteric medical drama.

Some games use a narrative method, where the outcome on the die only indicates who gets to describe the outcome. However, someone who wants a die roll for every situation probably isn't inclined to try one of these mechanically lighter games.

Skills will continue to be apart of games, as they are a way to define characters, and a limited resource that leads to niche protection and grouping together.

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

I thought it was cuz they kept raiding the graveyard for snacks

Coming up with a good dice system is... hard. you would have to gather a bunch of people and play through before you had any idea if it would be functional enough to work.

i am testing a good one right now.

i am aworking on a 3 stat percentile dice system that so far is working flawlessly. think ghostbuster rpg easy, but with percentile, and no skills, just a focus point.(focus points are explained in my post under how to say goodbye to skills, if you want more info for ease of gaming, let me know.)

GAH!

For a second there i thought this post would be good. you just bumped. man... what a waste of time

o.o

Hey, Im (almost) back.

gotta almost no time to anything those days (job + girlfriend)
however, anyone can email-me at shiruba4ever@hotmail.com
to know any news...

currently I am GMing GURPS 4 ed. its a system that ALMOST made me quit trying to design a new system... but there is always space for improvement, right?

EDIT: By the way, GURPS 4th helps solving the Doctor´s dillema by giving a flat +4 bonus to any character attempting to do an casual use concerning his skill.

so driving around the city and riding bicycles can be done with no actual point spending.

Cheers!

- Shiruba -