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Self-Confidence points, or how to accomplish impossible goals

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uglyvan

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Jul 14, 2009, 11:23:45 PM7/14/09
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each character level gives you your level Self-Confidence points
(SCp):
Lvl SCp
1 1
2 3
3 6
4 10
10 55
20 210

you can spend those points to lessen any Difficulty Class (DC):

1 SCp -1 to DC
2 SCp -2 to DC
4 SCp -3 to DC
8 SCp -4 to DC
16 SCp -5 to DC
32 SCp -6 to DC

your Character Level gives you a number of d6 that you can roll to
resolve any action:
Level #d6
1 1d6
4 2d6
9 3d6
16 4d6
25 5d6

then, you roll nd6, keeping the best d6 and adding 1 per 6 beyond the
first

example:

your 9th level character rolls 5,4,2
===> 5

then, he rolls 6,6,4
===>6+1=7

DCs
1 automatic
2 very easy
3 easy
4 median
5 difficult
6 very difficult
7 impossible, 1st-level ad&d spells
8 2nd level spells
9 3rd level spells
15 9th level spells


then, if your character wants to throw a fireball (3rd-level spell)
and he rolled a 5, that would cost him 5-9===>-4 to DC=8 SCp;
if he rolled a 7, that would cost only 7-9=-2 to DC=2 SCp.

Rob Kelk

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Jul 15, 2009, 9:35:44 AM7/15/09
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On Tue, 14 Jul 2009 20:23:45 -0700 (PDT), uglyvan
<evano...@gmail.com> wrote to rec.games.frp.gurps:

>each character level gives you your level Self-Confidence points
>(SCp):

GURPS doesn't have levels. Neither do most other RPGs that I'm aware of,
with the exception of D&D/AD&D/OD&D/<whatever>D&D.

<snip>

>you can spend those points to lessen any Difficulty Class (DC):

GURPS doesn't have difficulty classes.

<snip>

Why not just make a Willpower roll, instead of going to all this
trouble? The game mechanics for that are in the Basic Set.

--
Rob Kelk Personal address (ROT-13): eboxryx -ng- tznvy -qbg- pbz
"There's always somebody who's going to hate your work, no matter
how good it is. DON'T LET HIM CHASE YOU AWAY FROM WRITING, BECAUSE
THAT WAY HE WINS." - Robert M. Schroeck, 18 July 2006

Justisaur

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Jul 15, 2009, 10:19:26 AM7/15/09
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On Jul 14, 8:23 pm, uglyvan <evanousc...@gmail.com> wrote:
> each character level gives you your level Self-Confidence points
> (SCp):
> Lvl   SCp
> 1      1
> 2      3
> 3      6
> 4     10
> 10    55
> 20   210
>
> you can spend those points to lessen any Difficulty Class (DC):
>
(snip)

I've found that players tend not to use points like these unless one
of two things happen, #1 they go away if not used, #2 they can use
them after instead of before rolling.

- Justisaur

Reginald Blue

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Jul 15, 2009, 10:36:25 AM7/15/09
to

I concur... and even if they go away if not used because "hey, I just might
need it next round/turn/day".

--
Reginald Blue
"I have always wished that my computer would be as easy to use as my
telephone. My wish has come true. I no longer know how to use my
telephone."
- Bjarne Stroustrup (originator of C++) [quoted at the 2003
International Conference on Intelligent User Interfaces]


Keith Davies

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Jul 15, 2009, 10:54:20 AM7/15/09
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Justisaur <just...@gmail.com> wrote:
> On Jul 14, 8:23�pm, uglyvan <evanousc...@gmail.com> wrote:
>> each character level gives you your level Self-Confidence points
>> (SCp):
>> Lvl SCp
>> 1 1
>> 2 3
>> 3 6
>> 4 0

>> 10 55
>> 20 210
>>
>> you can spend those points to lessen any Difficulty Class (DC):
>>
> (snip)
>
> I've found that players tend not to use points like these unless one
> of two things happen, #1 they go away if not used, #2 they can use
> them after instead of before rolling.

Or they let you do something you flatly couldn't otherwise (such as a
Wiz5 casting a 7d6 fireball). I don't know of anyone who likes spending
resources on a 'maybe'.


Keith
--
Keith Davies "I think everyone in a 4e D&D world must
keith....@kjdavies.org have a huuuuuge fear of heights."
keith....@gmail.com -- Violist, #nethack-ot-dnd IRC channel
http://www.kjdavies.org/

That Guy

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Jul 15, 2009, 10:12:30 PM7/15/09
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Consider the Serenity RPG use of "plot points"
Each player gets plot points for doing things like pushing the story
forward, or impressing the GM with a clever tactic, or for making everyone
laugh, or for just being lucky as hell.
You can spend plot points to get a bonus to a die check either spending them
before the roll and get an extra die type equal to 2x the points spent (so
spend 2 and get a d4, spend 3 and get a d6) or after for +1 per point for
those near successes.
Excess points are rolled over to the next game (up to 6) or are cashed in to
advance skills/stats (in D&D maybe give a bonus of 100 exp per point
leftover past 6)


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