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Old 04-10-2017, 12:13 PM   #24
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck

Quote:
Originally Posted by Hellboy View Post
Errata retconning the book would appear necessary since RAW the retooling of crit failures on Daredevil is something I had always taking as terminating when you either succeeded or got a normal failure.
This was incorrect. You are fairly consistently misreading GURPS rules. You're trying to interpret them as being written to be immune to perverse interpretation. They aren't. GURPS is a Rule Zero game: there is an assumption that there is a GM with sense, and the power to overrule misinterpretations.
Quote:
Even with a single reroll... It still seems like Total Klutz has the advantage of letting you reroll a normal failure too.

On the downside... If your second roll is a normal failure it becomes a critical fail and if you can't reroll that it would be trouble.
Total Klutz is a fifteen point disadvantage. Those are supposed to be significant problems for characters who have them.
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