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Old 12-05-2013, 02:16 PM   #1
Alden Loveshade
 
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Default Super Luck for One Skill

If Super Luck had the limitation that it only applied to one skill, how much do you think the limitation would be worth? (Same question would apply to Luck).
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Old 12-05-2013, 02:24 PM   #2
Anders
 
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Default Re: Super Luck for One Skill

-80%, and I wonder if it's worth it.
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Old 12-05-2013, 02:57 PM   #3
Alden Loveshade
 
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Default Re: Super Luck for One Skill

Sorry meant to add this earlier. Same question for Luck/Super Luck applied to an Advantage that requires a roll.
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Old 12-05-2013, 03:19 PM   #4
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Default Re: Super Luck for One Skill

Still -80% if it's for one thing only. However, it may be worth just buying the Cosmic: NDRR and spending less points overall.
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Old 12-05-2013, 03:25 PM   #5
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Default Re: Super Luck for One Skill

Right. Remember that Super Luck only works once/hour, and that it still requires an effective skill of 3 or more. Cosmic: NDRR will probably be better except for very expensive abilities that you expect to use rarely (Warp?)
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Old 12-05-2013, 04:32 PM   #6
Alden Loveshade
 
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Default Re: Super Luck for One Skill

I certainly see your (plural) points. I didn't specify that in regard to advantages I was also thinking about something that requires a success roll and can be resisted, such as Affliction. But I suppose Cosmic: NDRR would work fine for that as well, meaning an automatically successful use and then leaving the intended victim their normal resistance roll.

Edit: Cosmic NDRR would still require an effective skill of 3 or better.
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Top 12 Clues You're a Role-Playing Old-Timer My humorous (I hope) article that also promotes SJGames/GURPS
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Last edited by Alden Loveshade; 12-05-2013 at 04:36 PM. Reason: Edit: added effective skill 3+
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Old 12-05-2013, 09:48 PM   #7
The Benj
 
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Default Re: Super Luck for One Skill

NDRR would be a better buy for anything less than 30 points, and that's with NDRR being bought as 1/day Limited Use, so it's only +68%.
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Old 12-06-2013, 07:53 AM   #8
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Default Re: Super Luck for One Skill

20 points allowing, once an hour, to automatically hit with a stab in the eyes/eyeslits without allowing active defense roll.
It seems far underpriced to me.

An automatic 3 on a surgery roll, with LT medicine, can be much better than 5 extra skill points in surgery. It's very unlikely someone is forced to roll on surgery more thn once a hour.

On the other hand, with respect to some skill it can be fine.

80% limitation can be good, but I think that such 20 pts advantage should be disallowed for many skills to avoid abuses.
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Old 12-06-2013, 08:47 AM   #9
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Default Re: Super Luck for One Skill

I'd have to know what the skill or advantage is to price it.

The ramifications of the guaranteed outcome would have to be considered... If you absolutely need to have a blind point value, I'd go with Aspected, -20%, as that won't do too much damage.

Bypassing Active Defenses and Resistance is no small matter.
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Old 12-20-2013, 07:55 AM   #10
Celjabba
 
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Default Re: Super Luck for One Skill

I would use aspected (-20%) or (houserule) Aspected(one skill/ability) (-40%).
It work well in my games (for luck), usually with a no nuisance roll perk to indicate true mastery of a skill for a nice [10] cost.


Hope this help.

Celjabba

Last edited by Celjabba; 12-20-2013 at 08:04 AM.
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