Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 07-10-2013, 02:42 PM   #11
Anaraxes
 
Join Date: Sep 2007
Default Re: [RPM] Fortune Potion

Quote:
Originally Posted by Ghostdancer View Post
I had one player spend 10 CP in a single combat. He was awesome for that scene but missed out on buying stuff later.
That's a point that nags me about using the character creation metagame currency as the narrativist control metagame currency.

10 CP worth of awesomeness in one scene, versus 10 CP worth of awesomeness in every scene to follow? That would be an easy choice. So "awesomeness now" has to greater than "future awesomeness" for a given price. It's hard enough to judge that ratio. But the net present value of future awesomeness also depends on the length of the game to come. In a one-shot, there won't be any future awesomeness. In a long-running campaign, never investing in your character is just going to leave you behind (which depending on the group may or may not cause problems). So there's no one right answer.

It seems easier to use two different currencies. With no mechanism to trade one for the other, you don't have to worry about the conversion rate.
Anaraxes is offline   Reply With Quote
Old 07-10-2013, 02:47 PM   #12
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: [RPM] Fortune Potion

Quote:
Originally Posted by Anaraxes View Post
That's a point that nags me about using the character creation metagame currency as the narrativist control metagame currency.

10 CP worth of awesomeness in one scene, versus 10 CP worth of awesomeness in every scene to follow? That would be an easy choice. So "awesomeness now" has to greater than "future awesomeness" for a given price. It's hard enough to judge that ratio. But the net present value of future awesomeness also depends on the length of the game to come. In a one-shot, there won't be any future awesomeness. In a long-running campaign, never investing in your character is just going to leave you behind (which depending on the group may or may not cause problems). So there's no one right answer.

It seems easier to use two different currencies. With no mechanism to trade one for the other, you don't have to worry about the conversion rate.
My players tend to the former rather than latter and like slow advancement for the sake of plot. YMMV
__________________
My Twitter
My w23 Stuff
My Blog

Latest GURPS Book: Dungeon Fantasy Denizens: Thieves
Latest TFT Book: The Sunken Library

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
Old 07-10-2013, 10:09 PM   #13
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: [RPM] Fortune Potion

Quote:
Originally Posted by Ghostdancer View Post
That bit is specific to MH. Power-Ups 5 and the Basic Set put no such restrictions on Buying Success.
Not quite true. The original rule on p. B347 ends with a strong admonition against it, if not an actual ban: "To keep the PCs from winning every battle with a series of critical hits, the GM may choose to forbid purchases of critical successes, at least in combat."

Then Dooming Foes (PU5, p. 5) starts with: "The GM will usually want to forbid bought critical successes in situations where they visit critical failure, serious injury, or comparable disaster upon an NPC or a fellow PC. “No buying critical hits in combat” is the most obvious facet of this."

The only "special" thing about the MH1 rules is that they go beyond a strong warning and establish it as a hard rule. However, in practice, there's no difference other than tone -- because as always, the GM will have the final say about the situation.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
Old 07-10-2013, 10:16 PM   #14
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: [RPM] Fortune Potion

Quote:
Originally Posted by PK View Post
Not quite true. The original rule on p. B347 ends with a strong admonition against it, if not an actual ban: "To keep the PCs from winning every battle with a series of critical hits, the GM may choose to forbid purchases of critical successes, at least in combat."

Then Dooming Foes (PU5, p. 5) starts with: "The GM will usually want to forbid bought critical successes in situations where they visit critical failure, serious injury, or comparable disaster upon an NPC or a fellow PC. “No buying critical hits in combat” is the most obvious facet of this."

The only "special" thing about the MH1 rules is that they go beyond a strong warning and establish it as a hard rule. However, in practice, there's no difference other than tone -- because as always, the GM will have the final say about the situation.
Consider me admonished. ;-)

I always treat anything as "With GM discretion" so my brain must have skipped over that. I'll leave my post as is however, since yours is there.
__________________
My Twitter
My w23 Stuff
My Blog

Latest GURPS Book: Dungeon Fantasy Denizens: Thieves
Latest TFT Book: The Sunken Library

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
Reply

Tags
destiny points, fortune, fortune ritual, ritual, rpm


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 02:58 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.