04-10-2017, 06:07 AM | #21 |
Join Date: Sep 2006
Location: Luxembourg
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
A few Kromm quotes on the subject of Luck and Superluck :
http://forums.sjgames.com/showthread.php?t=53184 http://forums.sjgames.com/showpost.p...0&postcount=37 http://forums.sjgames.com/showpost.p...63&postcount=3 |
04-10-2017, 06:18 AM | #22 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
Yeah, I thought that infinite-rerolls thing was a bit much.
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Bill Stoddard I don't think we're in Oz any more. |
04-10-2017, 07:50 AM | #23 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
Thanks to all those providing citations for posts and/or threads. I'll try to add them into the initial post when I can.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 04-10-2017 at 08:11 AM. Reason: Found page reference in another thread. |
04-10-2017, 12:13 PM | #24 | ||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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04-10-2017, 03:45 PM | #25 |
Join Date: Jul 2005
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
I have one player who won't play GURPS unless his character can have the Luck advantage.
Mind you he likes to play Overconfident and Impulsive characters so perhaps he's justified. I'm currently in an Internet game (play by webcam) where my character is Overconfident and I naturally gave him Luck. Not had to use it more than once... Perhaps Daredevil would have been better... (And yes, John and Roger, I know I've been the most Cautious Overconfident character you've ever seen....)
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Michael Cule,
Genius for Hire, Gaming Dinosaur Second Class |
04-10-2017, 03:53 PM | #26 | |
Join Date: Jan 2006
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
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Daredevil is similar but of more limited use. It keeps crazy PCs in the action long enough to be Awesome for a while before the odds of Daredeviling around eventually catch up with them. Taking Luck too can help with this, ofc. Ms Claus, my sphynx catgirl in Parajs' Planet Australia game (Basically Max Max Fury Road with more orbital bombardment and bioroids) had Daredevil and Luck (+ Overconfidence and Impulsive and a base dodge of 14). She survived 10 or so sessions but there were multiple occasions where the Luck and/or Daredevil saved her hairless pseudokitty tush from a grisly fate. |
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04-10-2017, 04:49 PM | #27 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
I ought to have included this in the original post, but what things cannot be affected by Daredevil, Luck, and Super Luck? I think I recall reading something about it in the rules for inventing and/or enchanting. for example. Stuff like the Critical Hit tables, Reaction Rolls, etc. seem like they may or may not allow "Luck" to do its thing.
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Seriously though, even though I'm using your comment to inject my own opinion on these three traits now that we are over two pages into the discussion, that is a lot easier when I have another example. Sometimes my experience with GURPS runs 180º counter to what I read on the boards. ;) I think Luck is, if not the bargain of Combat Reflexes, a good trait to take for most characters. Mechanically, it is one of the traits (like Combat Reflexes), you might as well just give your PCs unless it flies in the face of the setting. It is one part safety net, one part "epic moment" facilitator. It even feels kind of right (for want of a better word) that what is mostly there as a safety net can be given up to instead create spectacular moments, like trying for that needed crit/max damage/etc. Yet I've often left it off to take something else that I thought was important to the character. In hindsight, my old group probably should have discussed just making Luck a freebie, because the GM would often fudge things anyway when the dice weren't cooperating; no one wanted the game to be bogged down because a series of rolls went bad. Daredevil, I've no experience with, as I don't think I ever played that reckless of a character. I am pretty sure I've run at least one character with Super Luck, and I thought it was worth the CP. Not worth more, though; while it will often end up used for something like guaranteeing maximum damage or a crit (success or failure, as applicable), it really can give a "choose your own adventure" vibe (in the good way) to a campaign. That plausible but unlikely Skill check can open up a new world (sometimes literally) for the players.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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04-10-2017, 06:00 PM | #28 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
That would be pretty much any setting I would want to run, as a rule.
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Bill Stoddard I don't think we're in Oz any more. |
04-10-2017, 06:10 PM | #29 |
Join Date: Dec 2007
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
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04-10-2017, 07:14 PM | #30 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
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__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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Tags |
advantage, advantage of the week, daredevil, luck, super luck, [basic] |
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