|
Next: Orichlacum Universe: Matrix Perception...
|
| Author |
Message |
External

Since: Aug 16, 2006 Posts: 23
|
(Msg. 1) Posted: Tue Dec 30, 2008 5:10 pm
Post subject: Probability of Success, and Critical Success Archived from groups: rec>games>frp>gurps (more info?)
|
|
|
Howdy all,
I've encountered a contradiction in the GURPS Fourth Edition roles
text, and I hope someone can point me to something official that
resolves it.
Page B345: "You may not attempt a success roll if your effective
skill is less than 3, unless you are attempting a defense roll …".
So, for any non-defense success roll, any effective skill lower than 3
cannot succeed, thus no roll and no chance of a critical success or
failure.
Page B347: "A roll of 3 or 4 is *always* a critical success.".
So, for any effective skill that warrants a roll, a 3 or a 4 is
*always* a critical success. Even if effective skill is 3, a roll of 3
or 4 still succeeds. This makes effective skill of 3 or 4 *identical*
as far as probability of success: 4 ways in 216, or about 1.9%.
Page B348: "A roll of 18 is *always* a critical failure. A roll of 17
is a critical failure *if your effective skill is 15 or less*;
otherwise, it is an ordinary failure.".
So, for any effective skill level that warrants a roll, a roll of 17
or 18 (also 4 ways in 216) is *never* a success. Any effective skill
of 16 or higher has the identical 98.1% (212 in 216 ways) probability
of success.
Page B556 repeats the same definitions as the above references.
Page B171: The "Probability of Success" table shows that an
effective skill of 3 has only 0.5% probability of success (i.e. 1 way
in 216), and 4 has 1.9% (i.e. 4 ways in 216). This flatly contradicts
the above references, which imply that the probability of success for
effective skill of 3 and 4 is identical, at 1.9%.
The same table *concurs* with the definition above, though, for
effective skill 16 or higher: always the same probability, 98.1%.
The GURPS GM Screen also shows the same table: separate probabilities
for effective skill 3 and 4 contradicting the definitions; concurrent
listing for effective skill 16 or higher.
I can't find any official GURPS material that addresses this
contradiction. (I could have missed seeing it, of course.) I could
guess at the intent of the designers, and I suspect that's what many
people do when encountering the same thing, but such a guess could
easily be wrong. I'd much rather see a positive statement from the
GURPS team resolving the contradiction.
Can anyone point me to such an answer from SJ Games?
--
\ "I went to a general store. They wouldn't let me buy anything |
`\ specifically." —Steven Wright |
_o__) |
Ben Finney |
|
| Back to top |
|
 |  |
External

Since: Dec 05, 2006 Posts: 61
|
(Msg. 2) Posted: Wed Dec 31, 2008 6:18 pm
Post subject: Re: Probability of Success, and Critical Success [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Ben Finney wrote:
> Howdy all,
>
> I've encountered a contradiction in the GURPS Fourth Edition roles
> text, and I hope someone can point me to something official that
> resolves it.
>
This is the same as it was in 3rd edition. Although there was more of an
explanation than in 4th edition.
>
> Page B345: "You may not attempt a success roll if your effective
> skill is less than 3, unless you are attempting a defense roll …".
> So, for any non-defense success roll, any effective skill lower than 3
> cannot succeed, thus no roll and no chance of a critical success or
> failure.
>
A success roll must be equal to or greater than the target number.
> Page B347: "A roll of 3 or 4 is *always* a critical success.".
> So, for any effective skill that warrants a roll, a 3 or a 4 is
> *always* a critical success. Even if effective skill is 3, a roll of 3
> or 4 still succeeds. This makes effective skill of 3 or 4 *identical*
> as far as probability of success: 4 ways in 216, or about 1.9%.
No. You're neglecting the point that the roll must be EQUAL to or UNDER
the target number, therefore if skill level is 3, a roll of 4 is NOT
under the skill level and is therefore NOT a success.
(Info in previous paragraph B347.) " Extremely High or low rolls have a
special effects -beyond those of for normal success or failure -
regardless of your exact margin of success or failure."
You first must roll a success.
>
> Page B348: "A roll of 18 is *always* a critical failure. A roll of 17
> is a critical failure *if your effective skill is 15 or less*;
> otherwise, it is an ordinary failure.".
>
> So, for any effective skill level that warrants a roll, a roll of 17
> or 18 (also 4 ways in 216) is *never* a success. Any effective skill
> of 16 or higher has the identical 98.1% (212 in 216 ways) probability
> of success.
>
> Page B556 repeats the same definitions as the above references.
>
>
> Page B171: The "Probability of Success" table shows that an
> effective skill of 3 has only 0.5% probability of success (i.e. 1 way
> in 216), and 4 has 1.9% (i.e. 4 ways in 216). This flatly contradicts
> the above references, which imply that the probability of success for
> effective skill of 3 and 4 is identical, at 1.9%.
No, it doesn't. You have a .5% probability of rolling that 3 for that
skill level of 3, and for any defense roll under 3. You have a 1.9%
probability of rolling a 3 OR 4 for a skill level of 4.
>
> The same table *concurs* with the definition above, though, for
> effective skill 16 or higher: always the same probability, 98.1%.
Any roll of 17 or 18 (a 1.9% probability) is a failure. That means that
a) on ordinary rolls even with skill levels of higher than 16, you still
only have a 98% chance of success.
b) where minuses are applied, having a skill higher than 16 (17+ range)
still allows the roll to be at a 98% success probability if the
effective skill level is 16 or greater.
c) when doing quick contests, reducing high skill to 16, and subtracting
the same difference from the other character, makes a playable (if not
necessarily more realistic) comparison of skills, and still allows that
1.9% chance of failure.
>
> The GURPS GM Screen also shows the same table: separate probabilities
> for effective skill 3 and 4 contradicting the definitions; concurrent
> listing for effective skill 16 or higher.
Again, the point that 3 & 4 are critical successes ONLY apply if the
target number is equal to or higher than the roll (ie 3 for a roll of 3,
or 4 for a roll of 3 or 4).
>
> I can't find any official GURPS material that addresses this
> contradiction. (I could have missed seeing it, of course.) I could
> guess at the intent of the designers, and I suspect that's what many
> people do when encountering the same thing, but such a guess could
> easily be wrong. I'd much rather see a positive statement from the
> GURPS team resolving the contradiction.
>
> Can anyone point me to such an answer from SJ Games?
>
I don't see this as a contradiction. And the same rules have been in
place since version 1, actually. You first MUST roll equal to or under
the target number in order to succeed. Then, if your roll is a 3 or 4 it
is a critical success. And a 3 is a critical success if rolling a
defense where your defense is less than 3.
By the same token, rolling over the target number is a failure, and
rolling 17 or 18 are always failures. A roll of 18 is always a critical
failure and depending on the target number, a 17 may be a critical failure.
Not an official SJGames ruling, but the way I read and applied the rules
ever since I began with the boxed set in version 1.
Regards,
Roger
PS- House rules, however vary. WE play that a 3 is always a critical (ie
spectacular) success regardless of target number. An 18 is always a
critical (ie spectacular) failure, regardless of target number. A 17 is
a failure, but never critical. Other numbers are merely ordinary success
or failures. (We did away with the 10 over or under skill level rules in
3e.)
---
avast! Antivirus: Outbound message clean.
Virus Database (VPS): 081231-1, 12/31/2008
Tested on: 12/31/2008 6:18:05 PM
avast! - copyright (c) 1988-2008 ALWIL Software.
http://www.avast.com |
|
| Back to top |
|
 |  |
External

Since: Sep 19, 2006 Posts: 254
|
(Msg. 3) Posted: Thu Jan 01, 2009 11:26 am
Post subject: Re: Probability of Success, and Critical Success [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Roger Connor <night-hunter DeleteThis @earthlink.net> writes:
> A success roll must be equal to or greater than the target number.
[…]
> No. You're neglecting the point that the roll must be EQUAL to or
> UNDER the target number, therefore if skill level is 3, a roll of 4
> is NOT under the skill level and is therefore NOT a success.
>
> (Info in previous paragraph B347.) " Extremely High or low rolls
> have a special effects -beyond those of for normal success or
> failure - regardless of your exact margin of success or failure."
That interpretation is, as I see it, overridden by the unequivocal
language at the start of the chapter, B343: "Regardless of the score
you are rolling against, a roll of 3 or 4 is *always* a success, while
a roll of 17 or 18 is *always* a failure."
I didn't think of this reference when writing the original post; it
would have helped clarify the discussion if I had.
> I don't see this as a contradiction. And the same rules have been in
> place since version 1, actually. You first MUST roll equal to or
> under the target number in order to succeed. Then, if your roll is a
> 3 or 4 it is a critical success. And a 3 is a critical success if
> rolling a defense where your defense is less than 3.
>
> By the same token, rolling over the target number is a failure, and
> rolling 17 or 18 are always failures. A roll of 18 is always a
> critical failure and depending on the target number, a 17 may be a
> critical failure.
That would be inconsistent (either criticals override comparison
against the target number, or they don't), as well as contradicting
what the clear language on p. B343 says.
> PS- House rules, however vary. WE play that a 3 is always a critical
> (ie spectacular) success regardless of target number. An 18 is
> always a critical (ie spectacular) failure, regardless of target
> number. A 17 is a failure, but never critical.
By my reading of p. B343, your play is closer to the RAW than your
interpretation of the RAW
--
\ "A free society is one where it is safe to be unpopular." |
`\ —Adlai Ewing Stevenson |
_o__) |
Ben Finney |
|
| Back to top |
|
 |  |
External

Since: Dec 05, 2006 Posts: 61
|
(Msg. 4) Posted: Thu Jan 01, 2009 11:26 am
Post subject: Re: Probability of Success, and Critical Success [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Ben Finney wrote:
> Roger Connor <night-hunter RemoveThis @earthlink.net> writes:
>
>> A success roll must be equal to or greater than the target number.
> […]
>> No. You're neglecting the point that the roll must be EQUAL to or
>> UNDER the target number, therefore if skill level is 3, a roll of 4
>> is NOT under the skill level and is therefore NOT a success.
>>
>> (Info in previous paragraph B347.) " Extremely High or low rolls
>> have a special effects -beyond those of for normal success or
>> failure - regardless of your exact margin of success or failure."
>
> That interpretation is, as I see it, overridden by the unequivocal
> language at the start of the chapter, B343: "Regardless of the score
> you are rolling against, a roll of 3 or 4 is *always* a success, while
> a roll of 17 or 18 is *always* a failure."
>
> I didn't think of this reference when writing the original post; it
> would have helped clarify the discussion if I had.
>
>> I don't see this as a contradiction. And the same rules have been in
>> place since version 1, actually. You first MUST roll equal to or
>> under the target number in order to succeed. Then, if your roll is a
>> 3 or 4 it is a critical success. And a 3 is a critical success if
>> rolling a defense where your defense is less than 3.
>>
>> By the same token, rolling over the target number is a failure, and
>> rolling 17 or 18 are always failures. A roll of 18 is always a
>> critical failure and depending on the target number, a 17 may be a
>> critical failure.
>
> That would be inconsistent (either criticals override comparison
> against the target number, or they don't), as well as contradicting
> what the clear language on p. B343 says.
Critical Success (B347) says "A roll of 3 or 4 is always a critical
success. A roll of 5 is a critical success if your effective skill is
15+. A roll of 6 is a critical success if your effective skill is 16+."
The language on B348 first column states "A roll of 17 is a critical
failure if your effective skill is 15 or less." as well as any roll 10
higher than your effective skill.
In Basic 3eRevised, Chapter 12 Success Rolls p86 side bar Critical
Success and Failure has the same language used with a little added
explanation of good results (critical success) vs bad results (critical
failure), and rolling on the critical tables.
However 3e doesn't have the "Regardless of the score you are rolling
against..." statement of 4e B343 (at least that I've found!)
I agree that statement makes a contradiction if my effective skill is a
3 and I roll a 4.
One more thing about 4e that I can point to that I don't like
>> PS- House rules, however vary. WE play that a 3 is always a critical
>> (ie spectacular) success regardless of target number. An 18 is
>> always a critical (ie spectacular) failure, regardless of target
>> number. A 17 is a failure, but never critical.
>
> By my reading of p. B343, your play is closer to the RAW than your
> interpretation of the RAW
No, nowhere close the RAW, because we completely ignore the 10 over
=critical failure/ 10 under = critical success nonsense. (If I actually
used those rules, during one recent night of play, there would have been
a total of ONE roll that wasn't a critical one way or the other.
Everybody was rolling well that night!) Under the RAW, this means that
for my Players 2% of rolls should be failures, and 20% should be
critical successes. Having a critical ANYTHING more than twice per
person per game session is almost too lucky IMO, and I actively
discourage it by not using 4, 5, & 6 as critical successes or 15,16 &17
as crit failures. Thus, when someone rolls a 3 or 18 I can usually come
up with something that is a spectacular result, fitting the situation.
Here's to a NEW YEAR of good Gaming!
Roger
(___)
(0(0)
---
avast! Antivirus: Outbound message clean.
Virus Database (VPS): 081231-1, 12/31/2008
Tested on: 1/1/2009 5:03:41 AM
avast! - copyright (c) 1988-2009 ALWIL Software.
http://www.avast.com |
|
| Back to top |
|
 |  |
External

Since: Sep 19, 2006 Posts: 254
|
(Msg. 5) Posted: Thu Jan 01, 2009 12:32 pm
Post subject: Re: Probability of Success, and Critical Success [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Ben Finney <ben DeleteThis @benfinney.id.au> writes:
> I've encountered a contradiction in the GURPS Fourth Edition roles
> text, and I hope someone can point me to something official that
> resolves it.
I can show the contradiction sharper now that I've found some more
clear language in the GURPS RAW.
Page B343: "Regardless of the score you are rolling against, a roll
of 3 or 4 is *always* a success, while a roll of 17 or 18 is *always*
a failure."
So any effective skill of 3 and an effective skill of 4 has an
*identical* probability of success. That is the probability of rolling
a total of either 3 or 4 on 3d6, which is 4 ways in 216, which is
about 1.9%.
Page B171: The "Probability of Success" table shows that an
effective skill of 3 has only 0.5% probability of success (i.e. 1 way
in 216), and 4 has 1.9% (i.e. 4 ways in 216).
These two contradict directly. I'd like to know whether SJ Games has
ever said anything officially about this, since I'm unable to find it
if so.
--
\ "You can't have everything; where would you put it?" —Steven |
`\ Wright |
_o__) |
Ben Finney |
|
| Back to top |
|
 |  |
External

Since: Apr 20, 2007 Posts: 385
|
(Msg. 6) Posted: Sat Jan 03, 2009 1:19 am
Post subject: Re: Probability of Success, and Critical Success [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Dec 31 2008, 7:32 pm, Ben Finney <bignose+hates-
s... DeleteThis @benfinney.id.au> wrote:
> These two contradict directly. I'd like to know whether SJ Games has
> ever said anything officially about this, since I'm unable to find it
> if so.
Who cares? I've never seen this come up in a game EVER, either 3rd or
4th edition. |
|
| Back to top |
|
 |  |
External

Since: Sep 19, 2006 Posts: 254
|
(Msg. 7) Posted: Sat Jan 03, 2009 11:22 pm
Post subject: Re: Probability of Success, and Critical Success [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
WDS <Bill.DeleteThis@seurer.net> writes:
> On Dec 31 2008, 7:32 pm, Ben Finney <bignose+hates-
> s....DeleteThis@benfinney.id.au> wrote:
> > These two contradict directly. I'd like to know whether SJ Games
> > has ever said anything officially about this, since I'm unable to
> > find it if so.
>
> Who cares?
Clearly, I do. Further, at least two people have learned in this
thread more than they knew before about what the GURPS RAW actually
say.
> I've never seen this come up in a game EVER, either 3rd or 4th
> edition.
Thank you for your contribution.
--
\ "Value your freedom or you will lose it, teaches history. |
`\ "Don't bother us with politics," respond those who don't want |
_o__) to learn." —Richard Stallman, 2002 |
Ben Finney |
|
| Back to top |
|
 |  |
| Related Topics: | Dice roll probability - Has anyone ever sat down and worked out a formula or method to determine the probability that rolling N dice will produce a score above or below X? I've tried to come up with one, as it sounds rather useful, but I keep having to refer to things I..
Dice roll probability - John wrote: > Has anyone ever sat down and worked out a formula or > method to determine the probability that rolling N dice > will produce a score above or below X? > > I've tried to come up with one, as it sounds rather > useful, but ...
Exercise 15 - Getting rid of bad habits, smoking, drugs, h.. - Exercise 15 - Getting rid of bad habits, smoking, drugs, hitting your wife (grin!), and gluttony To understand this important exercise you must first practice the previous ones, which can be found (free of cost! Grin!) at: ..
Automation - GURPS Magic page 152 undead templates. Gurps magic listes Automation as a -85 point flaw. does anyone know what book/page number this flaw if found in 4th ed?
Storypath Cards - I was browsing back issues of pyramid for campaign ideas when I stumbled over "whimsy" or "storypath" cards. Now, seeing as how these are out of print and I'm broke, buying them is pretty impossible so I decided to make my own on 4... |
|
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
|