07-28-2018, 08:48 AM | #21 | |
Join Date: Jul 2008
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Re: Reliable Luck
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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07-28-2018, 09:10 AM | #22 |
Join Date: Feb 2016
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Re: Reliable Luck
Because it violates ABC. No ability that violates ABC should really be allowed within a game, especially if it is a replacement for an ability that does not violate ABC. If a GM does not want an ability because they feel it is broken, that is fine, but they should not violate ABC by giving an alternative that costs 10x as much (at that point, they are just quibbling about the cost, which is a violation of ABC). Either ban that type of ability entirely or keep to ABC.
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07-28-2018, 11:24 AM | #23 | |
Join Date: Dec 2006
Location: Meifumado
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Re: Reliable Luck
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07-28-2018, 11:49 AM | #24 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Reliable Luck
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Or take Active Camouflage (Powers, p. 151) - Talent adds to Stealth rolls enhanced by Chameleon, so Reliable, if it was allowed on Chameleon, should add to Chameleon's effective level for far cheaper than adding additional levels of the Chameleon advantage itself. Yet Active Camouflage is built based on Chameleon level 3. I could go on, but the point is, allowing Reliable on advantages without an activation roll, which definitely includes Luck, ends up breaking things, and I very much doubt it was intended to be allowed. As others have pointed out, Reliable saying it "works the same as Talent" is not logically the same as "Reliable can be applied to all advantages Talent can give a bonus to". At best, the wording is ambiguous. But GURPS rules tend to be written with the assumption that the GM will use some logic of their own, and that obviously broken or meaningless constructs will be forbidden. Consider the Accurate enhancement, for example. It doesn't bother to spell out that it's inapplicable to, say, Healing, because the writers assumed the players could figure out that if an advantage didn't have an Accuracy statistic, it didn't apply. Similarly, Reliable, which specifically says "you get a bonus to all rolls to use it", is probably just assuming that people will realize that if you don't roll to use an ability, Reliable is inapplicable. |
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07-28-2018, 12:00 PM | #25 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Reliable Luck
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So? ABC is not only highly overrated as a concept, it's not even RAW. Quote:
Thank you! My sleep dep brain has been unable to articulate or even derive these points. Last edited by evileeyore; 07-28-2018 at 12:03 PM. |
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07-28-2018, 12:09 PM | #26 | |
Join Date: Dec 2006
Location: Meifumado
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Re: Reliable Luck
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Luck, however, is a different kind of advantage, so while those are valid arguments, I think a different argument applies. BTW- Building a +10 to any roll as +10 to IQ/DX/etc is very much Accurate and Basic. The Cheap argument I can see applied for if you have say 3 builds for an advantage, and they're all in the same ballpark, say +/-30% at the most, then go with the cheapest of those. But if there's a very straightforward build, and a build which relies on integrating several disparate paragraphs of text but comes out at 1/10th the price, I'd say the A+B parts of ABC would win out.
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07-28-2018, 12:37 PM | #27 | |
Join Date: Jan 2014
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Re: Reliable Luck
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I'm a little averse to building it as an alternative ability because it takes one second to ready from DX to IQ or whatever, which limits the ability to affect your rolls as necessary, once per game hour. I left out ST rolls for two reasons: -> I forgot. -> And more importantly, I don't know what an only affects ST rolls limitation would be for ST. Certainly at most 3 points, given Striking ST and HP, which don't have rolls, are worth 7 together. Note that I need to stick a rider on this that it can't be used to supercharge active defenses by +10 too. |
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07-28-2018, 12:43 PM | #28 |
Join Date: Dec 2006
Location: Meifumado
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Re: Reliable Luck
Add Reduced Time or Reflexive?
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07-28-2018, 12:59 PM | #29 |
Join Date: Jan 2014
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Re: Reliable Luck
Adding reflexive basically erases the limited use limitation in terms of cost, so the total would become 260 pts. If we just ignore the ready requirement, then it becomes 156 pts.
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07-28-2018, 03:32 PM | #30 |
Join Date: Feb 2016
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Re: Reliable Luck
Or I can take something like Visualization (Based on Will, +20%; Cosmic, +50%; Link, +20%; Reduced Time 6, 120%; Reflexive, +40%; Reliable +10, +50%) [40] plus Luck (Active, -40%; Cosmic, +50%; Link, +20%; Reliable+10, +50%) [27] and get the approximately the same functionality for 67 points (plus 60 points for Cosmic Talent 4 and 100 points for Will 20 [minus any reductions due to having IQ above 10]) I can use Visualization as much as I like to improve one roll per turn, receiving an average bonus of anywhere from an average bonus of +8 to +24, and I can really focus on it with my luck one per hour, allowing me to take the best of three rolls, with a +14 to my roll from Cosmic Talent and Reliable, which would give me an average of an additional +5 to +16 for that one roll per hour.
So, I can either pay 168 points for an ability that I can only use once per day (not once per attribute per day, but once per day) to give me +10 to any single roll or I can spend 227 points for an ability that gives me between +8 and +24 to one roll per turn (plus an option for using Luck with the ability once per hour for an average of +13 to +40). As a GM, I know which one that I am giving my NPCs, so it would not be fair for me to deny my PCs similar capabilities. |
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