04-12-2017, 03:18 AM | #91 | |
Join Date: Feb 2016
Location: Melbourne, Australia (also known as zone Brisbane)
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
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04-12-2017, 03:55 AM | #92 |
Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
<Moderator>
Okay... EVERYONE. Step back and take a breath. Among other things, the concept of accusing someone of GM Cheating is coming very close to personal attack territory. Drop that line please. After that, everyone come back after a few breaths and remember to stay civil. Thank you. </Moderator>
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MIB #1457 |
04-12-2017, 06:50 AM | #93 |
Join Date: Sep 2006
Location: Luxembourg
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
Regarding gameplay mechanics : I use tokens for luck and other time-constricted advantages. One 5 hours session : 5 tokens for luck. (or a small whiteboard with the number of uses of luck, serendipity, forethough, gizmo, destiny points, wildcard points, ... listed).
With a limitation against using more than one on a single "action" or "scene". It cut down on the headaches, especially if a player have severals separate luck advantages, some of them aspected, and avoid time-delaying tactics to wait for luck ... Regarding the advantages themselves: For me, at least one level of Luck is almost mandatory for a character. For the same reason that I prefer character-point free build system instead of 'old-school' random creation : it give some control to the player over their character fate, inside the constraints of the game system and the settings rules. One level of Gurps Luck give the player the option of choosing when their character will shine, what will be a remenbered moment .. sometimes even more if the action still fail despites using luck ! Some players will keep it in reserve for critical attack rolls, some will concentrate on defenses, other will use luck on futile/mundane actions that nonetheless define their character ... I never found it unbalancing : it doesn't guarantee success if the odds are bad enough. It does guarantee that a player that don't spend it on success will rarely suffer from critical failure. I don't find it a bad thing. And, contrary to spending a destiny point to guarantee a result, it still keep some randomness. For me, it is not a "character" trait, it is a meta-advantage in the player hands. More than one level is something else. It define a character, and in a "realistic" game, it may well be be excessive. It may represent a "lucky" character but I also strongly advise player that have spend a significant amount of point in a skill to buy aspected luck for it (at a huge discount, houserule) : it represent real mastery of a skill, the ability to avoid mistake and compensate for unusual situation, instead of "luck". I never had a character with Daredevil, either mine or in a game I ran. I had a couple characters with super-luck. One as a probability-oriented super, who used it to good effect. As the GM in that game, I did not found it unbalancing. The other as part of an AA set of magic powers. I (the player) never got to use it. |
04-12-2017, 07:15 AM | #94 |
Join Date: Apr 2012
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
One thing i would like to do with luck:
Buy it only for a Talent-Group. What would be the apropriate discount in your opinion? Luck (only for skills of the Outdoorsman-Talent) Also, do you think it matters (gives further discount) if you have the apropriate Talent? |
04-12-2017, 07:54 AM | #95 |
Join Date: Mar 2017
Location: Brazil
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
(EDIT: Removed post as it continues a verboten tangent. --PK)
Last edited by PK; 04-12-2017 at 03:01 PM. |
04-12-2017, 08:02 AM | #96 | |
Join Date: Mar 2017
Location: Brazil
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
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And I as a GM would require the player to have the Talent |
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04-12-2017, 08:38 AM | #97 | |
Join Date: Nov 2012
Location: Australia WA
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
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I wouldn't let players have multiple Lucks though. I might let them buy base Luck unmodified and then say the next level Aspected, so if they use an Aspected roll, then it recharges faster, but 1 a player at most. |
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04-12-2017, 08:55 AM | #98 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
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__________________
Bill Stoddard I don't think we're in Oz any more. |
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04-12-2017, 10:47 AM | #99 |
Join Date: Jan 2006
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
I looked around and there doesn't seem to be a table for "3d6 three times, take smallest total" available anywhere. I cheated (didn't do the math, just ran a histogram of 50k trials) out a little table for discussion though:
Code:
Value Chance CumChance 3 1.5% 1.5% 4 4.1% 5.5% 5 7.8% 13.3% 6 11.9% 25.2% 7 16.0% 41.2% 8 18.4% 59.6% 9 16.1% 75.7% 10 12.0% 87.8% 11 7.1% 94.9% 12 3.5% 98.4% 13 1.3% 99.7% 14 0.3% 99.9% 15 0.1% 100.0% 16 0.0% 100.0% I also did a thread in 2013 about how much Luck improves things if you do it "choose to use it after the first roll" style (very common IME). The rough conclusion is that if you already rolled an 8 or less, Luck is unlikely to help much. |
04-12-2017, 11:12 AM | #100 |
Join Date: Sep 2006
Location: Luxembourg
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Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
But since aspected (skills only,-20%) is valid, I and others houserule more restricting aspect.
That said, for aspected(one large talent), I would not go further than -25% or perhaps -30% so that it actually change something. |
Tags |
advantage, advantage of the week, daredevil, luck, super luck, [basic] |
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