05-17-2014, 01:22 PM | #31 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Looking For Less Frequent Luck
Seems nigh useless, especially since with many rolls a failure by 1 is already a partial success of some kind (at least a lot of miss by 1's in combat are).
Last edited by sir_pudding; 05-17-2014 at 01:27 PM. |
05-17-2014, 04:55 PM | #32 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Looking For Less Frequent Luck
Certainly not. If you drop the once per session aspect it's practically +1 to everything (with -1 to margin of success and for critical success).
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05-17-2014, 05:03 PM | #33 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Looking For Less Frequent Luck
The only miss by 1 partial success I can think of is for hit locations and I think there's still a fair bit of value in actually hitting the target you meant to hit.
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05-17-2014, 05:25 PM | #34 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Looking For Less Frequent Luck
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05-17-2014, 05:28 PM | #35 | ||
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Looking For Less Frequent Luck
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05-17-2014, 06:03 PM | #36 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Looking For Less Frequent Luck
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05-17-2014, 06:40 PM | #37 | ||
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Looking For Less Frequent Luck
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05-17-2014, 11:25 PM | #38 |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Looking For Less Frequent Luck
I can't imagine this being much of a problem. I have yet to design a 4th edition PC that doesn't have Luck; 15 pts for an Advantage that largely immunizes me from rolling critical failures is just too damn awesome not to take for any conceivable character.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
05-18-2014, 02:30 PM | #39 | ||||||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Looking For Less Frequent Luck
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Taking a step back to a back-and-forth discussion over a hypothetical Perk (1 point) form of Luck, which I'll refer to in the rest of this post as "Lucky Break" since I still can't think of a better name for it. The big thing is that I think there is some confusion between TheBenj and I; I proposed something that was completely rejected, and was persuaded it needed to be rejected. Gnome suggested an alternative, I tried changing it, TheBenj suggested something nearly identical to what Gnome suggested... so by that point I took it as us discussing that form for Lucky Break instead of either of my proposals. Quote:
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I am not good at statistics and probability, and part of that is considering all factors. If what I am about to say seems condescending, it isn't because I don't know for sure what I am talking about; I am going into detail so that if I have valid considerations they can be properly understood and if I am mistaken then it is easier to see and to explain my errors. Lucky break isn't an effective +1 to any (all) rolls because - as Gnome and then you worded it, and at this point I was continuing to discuss (I took my earlier suggestion as "rejected") - it only turns failure by 1 into success by 0. So... how often does that happen per session? When we roll 3d6, we generate one of 216 outcomes... but as we are using numerical dice, these outcomes are divided between the sum of the dice which must total 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, or 18, just 16 different outcomes. The rules of GURPS further modify this; as outlined Lucky Break was only for "success rolls", and for now at least I am narrowly interpreting this as just that; no damage rolls, no Fright Checks, no Reaction Rolls, etc. It will never matter when you roll a 3 or 4, because by RAW those are never a failure and Lucky Break is worded so that it doesn't turn a target number of 2 into 3: you don't need it to attempt a miracle Dodge when your Dodge Score is under 3 and it won't allow you to change an effective Skill of 2 into Skill 3 so that you are even allowed to roll. I don't quite know how it is intended to work with rolls of 17 or 18, as they also break the usual rules. They aren't misses by "1" in the game mechanic sense because they are always failures, so I would assume they don't benefit from Lucky Break either. It also won't allow you to pad the margin of success (the probability, but not the margin) for any roll because it only causes a failure by 1 to be treated as a success by 0. Its only going to allow you to avoid a fail or miss when it aligns properly with the target number; if you needed a 12 and rolled a 13, you could invoke this and succeed... but if you needed a 3 through 11, you still blew it. My apologies for having to repeatedly edit this post, but my initial attempt was even more rambling and less accurate, having incorrectly attributed some suggestions from the thread, hence going back and quoting the "chain". *Or if for some reason I did, I was wrong, but I don't see any text suggesting that specific outcome. ;)
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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; 05-18-2014 at 02:54 PM. |
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05-18-2014, 02:56 PM | #40 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Looking For Less Frequent Luck
Sorry for the double post after something so massive, but an idea for a "Perk" kind of Luck that I think someone suggested elsewhere... what if you didn't get to re-roll all the dice but just one die? Probably just a single re-roll, once per session?
It won't guarantee anything (you've got a 1 in 6 chance of getting the same result), but it does allow you to avert bad luck or enjoy good luck, and in really tight spots like needing to roll a 7 to succeed but having the dice come up as 1, 1, and 6 you'd have a 1 in 3 chance of going from miss to critical success. It also could help out on damage rolls and the like.
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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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frequency, homebrew, luck, raw |
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