FANDOM


The Success roll is based on effective skill rather then actual skill.

Probability TableEdit

Because GURPS uses a bell curve it helps to understand the chances to get a certain roll.

3-4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Single % 1.9 2.8 4.6 6.9 9.7 11.6 12.5 12.5 11.6 9.7 6.9 4.6 2.8 1.4 0.5
Cumulative % 1.9 4.6 9.3 16.2 25.9 37.5 50.0 62.5 74.1 83.8 90.7 95.4 98.1 99.5 100

Critical SuccessEdit

  • 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+.
  • a critical success on an attack roll is a Critical Hit
  • a critical success on an active defense results in a Critical Miss for the attacker

Critical FailureEdit

  • 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 (in enchantment it is always a critical failure)
  • Any roll of 10 greater than your effective skill is a critical failure.
  • A critical failure on an attack is a Critical Miss
    • A successful attack is also a critical miss if an active defense critically succeeds to thwart it
    • A critical failure on a parry also functions like a critical miss
  • Other active defenses can also critically fail:
    • A critical failure on a block unreadies the shield
    • A critical failure on a dodge results in a fall

Task DifficultyEdit

Not all skill checks are created equal and difficulty modifiers are a way to simulate this.

  • Automatic: +10 or wave roll entirely
  • Trivial: +8 or +9
  • Very Easy: +7 or +6
  • Easy: +4 or +5
  • Very Favorable: +3 or +2
  • Favorable: +1
  • Average: no modifier
  • Unfavorable: -1
  • Very Unfavorable: -2 or -3
  • Hard: -4 or -5
  • Very Hard: -6 or -7
  • Dangerous: -8 or -9
  • Impossible: -10 or no success possible

Extra Time (noncombat actions): 2x as long gives +1, 4x gives +2, 8x gives +3, 15x gives +4, and 30x gives +5.
Haste: -1 per 10% less time taken; 90% (taking 1/10 the prescribed time) max.

B345-6

Additional informationEdit

Per http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.1.3 all rolls are impossible if target number is below 3, but are still rolled if attempter does not realize impossibility to determine if it is a normal failure or a critical failure. A roll of 3 can be a critical failure if rolling against a -7 skill.

Exceptions are:

  • defense rolls
  • resistance rolls to magic or poison
  • most forced IQ and HT rolls
  • any other resistance roll against a force directly targeting a living or sapient being