This is a small extension of the GURPS rules to generate the time
taken for tasks of variable length.
GURPS is generally quite fuzzy about how long it takes to do
things, because there are plenty of external factors, but sometimes
the exact amount of time matters. For those situations, we have the
under-used Time Spent rules on p. B346: you know how long the task
"should" take, you decide how long you want to take over it, and the
difference gives you a penalty or bonus to your skill roll.
This house rule allows you to invert that for a situation in which you
don't really care about degree of success or failure, but simply
want to know how long it takes to do the job: can you get the lock
picked before the bad guys come round the corner?
Make the skill roll without any modifiers for time spent. Take the
margin of success, and convert that back to a duration using the
Time Spent rules: pass by 5, and the job is done in half the time
(i.e. the amount of time which would give you a -5 for haste). For
tasks which can reliably be done eventually but may take a while,
such as solving a puzzle, you can also use the margin of failure:
miss the roll by 3, and you'll achieve the objective, but it'll take
eight times as long as expected.
The main thing to watch out for here is that the task needs to be a
binary one: "is the lock picked", "is the security pad bypassed". If
you need margin of success for something else ("have I broken into
this computer sneakily enough that I won't be noticed"), it can't also
be used to generate time taken.
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