10-12-2019, 05:56 AM | #21 | |
Join Date: Dec 2006
Location: Meifumado
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Re: "Could be worse" advantage
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! Last edited by Daigoro; 10-12-2019 at 06:00 AM. |
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10-12-2019, 07:51 AM | #22 | |
Join Date: Jun 2006
Location: On the road again...
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Re: "Could be worse" advantage
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I'd use the "Action Point" variant, with a set number of points that refresh every session, probably 5 points, which can be used to turn critical failures into failures, failures into successes by 0, reduce all damage taken to 1 ("'tis just a flesh wound!" says the Black Knight as he looks at his arm laying on the ground).
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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10-12-2019, 07:54 AM | #23 | |
Join Date: Jun 2013
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Re: "Could be worse" advantage
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GURPS Overhaul |
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10-12-2019, 09:27 AM | #24 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: "Could be worse" advantage
It seems like some posters are overlooking the fact that Serendipity is not an active or deliberate choice available to the player. You get "a" lucky break, not 'the' lucky break you need in your opinion. IMO it should cost +50% Cosmic to put it under the control of the player the way Luck is.
Furthermore, even if the GM is inclined to let the player decide when to use it, Serendipity is not written to provide a complete solution to any given circumstance, so there is no Limitation value in adding that element. |
10-12-2019, 09:45 AM | #25 | |
Banned
Join Date: Aug 2004
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Re: "Could be worse" advantage
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10-12-2019, 11:47 AM | #26 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: "Could be worse" advantage
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"You are free to suggest serendipitous occurrences to the GM, but he gets the final say." Also, I'd bet that most us GMs that are 'ruling' that Serendipity is Player 'controlled' are simply off-loading the task of paying attention to the Player's Advantages completely to the Player to reduce GM overhead. That is rather my reasoning behind being fine with the Player pretty much always suggesting when Serendipity gets used. They paid for it, they get to use it. Quote:
So in the OP's first example where Doe faces an IED (and couldn't Dive out of the blast radius), the Player could suggest that he be allowed a "Dive for Cover" Dodge behind some cover, despite there not having been cover described in the scene as long as it makes sense for cover to have been present, just undescribed† (like a low ditch, using his gear as cover, etc). So in this case, a successful Dodge would completely mitigate the IED damage. However, with the Limitation, the Player is accepting that even a successful Dodge will impart some heavy penalty, in this case the Player argues for "gear damaged/destroyed" and the GM agrees that their pack takes the hit (maybe it's sticking up over the cover, or Doe drops it from his hand during the dive for cover, or a successful Dodge means he places the pack completely between himself and uses it for cover‡). Basically, with the Limitation while the PC is getting a 'lucky break', there will always be a problem with this serendipitous occasion. * And I have no idea where I picked this up, I strongly suspect it's in Power-Ups 5 Impulse Buys or maybe from PKitty or After the End. [EDIT] Or possibly I simply interpreted it from the various ways in which Serendipity shows up being used in AtE. I just read PU5 and AtE and there is no discussion of giving or mitigating rolls, but it's heavily implied in AtE 2's usage in the rules. [/EDIT] † Where as if the scene was described as flat and featureless, Doe's Player is out of ‡ This last one has happened in real life. A British soldier in Afghanistan dove onto a grenade putting his pack on it (while still wearing it) and he escaped mostly unscathed, though his pack was destroyed. Granted, he was also wearing body armor... but still. How many can say they dove on a grenade for their mates and survived unwounded? |
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10-12-2019, 12:28 PM | #27 |
Join Date: Dec 2006
Location: Meifumado
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Re: "Could be worse" advantage
Hmmm. I always thought that the player decides when it's used, but then it's up to the GM as to how it manifests. But reading the text now, I can see how it can be read the other way. I don't think it actually particularly supports one reading or the other, but as a general rule, using advantages is up to the player.
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
10-12-2019, 12:41 PM | #28 |
Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
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Re: "Could be worse" advantage
<Moderator> This is a reminder to keep things civil. This thread seems to be heating up a bit, and that is not something to anyone's benefit.
Thank you. </Moderator>
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MIB #1457 |
10-12-2019, 01:00 PM | #29 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: "Could be worse" advantage
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I prefer to not get 'bogged down' trying to track all the PCs Advantages individually, so I leave 'usage case' Advantages up to them. With these types of "so many uses per session/hr" Advantages, I might suggest a use, but I won't force one. |
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10-12-2019, 01:36 PM | #30 | ||||
Join Date: Aug 2014
Location: Snoopy's basement
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Re: "Could be worse" advantage
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