10-24-2011, 11:29 AM | #31 | |
Join Date: Oct 2011
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Re: how useful is Luck?
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But my PCs should be rather save (at least for now). In what I have planned so far for the first sessions, my PCs will face wild (possible mutated) animals and mooks (unarmed or some with improvised weapons). No one is carrying firearms, except for some guards, and the PCs should really not engage them in combat. Later on the situation might change of course. |
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10-24-2011, 11:34 AM | #32 | |
Join Date: May 2008
Location: CA
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Re: how useful is Luck?
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Even unarmed people can kill, and unarmed animals certainly can. It only takes a few hits to kill a man even with a low-damage weapon, and one hit can often take them out of the fight entirely. |
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10-24-2011, 11:37 AM | #33 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: how useful is Luck?
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It only takes a roll vs 1d-2 to roll a 4, which is something like ST 9 with thrust, and ST 7 with swing. A blow to the skull is unlikely, but possible even with random hit locations. A lucky critical hit roll on the Critical Head Blow table on p. B556 can triple rolled damage, which is then quadrupled for the brain! So: brain hit, roll 4. Subtract DR 2 for the skill, 2 pts penetrate. Tripled for the critical hit to 6, x4 for brain scrambling is 24 pts of injury, enough to make a person with up to 12 HP roll vs HT or die. What are the odds of that? Yeah, pretty low. But this is what Luck is for . . . getting taken out of the game, deader than heck, because some ST 7 mook rolls a crit with a club.
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10-24-2011, 11:38 AM | #34 |
Join Date: Aug 2004
Location: Los Angeles
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Re: how useful is Luck?
I've been creating quite a few one-shots lately - for those pre-gen characters, everyone gets Luck (except for Horror games). No one likes getting taken out in the 2nd hour of a 4 hour game, and Luck gives them a bit of a safety net.
For my regular, recurring groups, Luck is heavily suggested, but of course the players can do what they want. Subsequent mocking optional.
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10-24-2011, 11:40 AM | #35 | |
Join Date: Jul 2008
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Re: how useful is Luck?
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However, a moderately powerful mook with a swung weapon, against characters without good armor, can wind up dismembering your PCs or mashing their brains out.
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10-24-2011, 11:40 AM | #36 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: how useful is Luck?
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Also, have you seen the modifier to most (all?) luck-type advantages in GURPS Powers? It's +0% and modifies them so that they work on in-world time instead of metagame time. If it's a pacing problem you have, then making that modifier mandatory on Luck would solve it. If it's a desire to play nearly sheetless, it might stll help a little, saving you the trouble of having to ban Luck or increase the cost. |
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10-24-2011, 11:48 AM | #37 | ||||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: how useful is Luck?
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For another: Precisely! Luck can represent very good training for a totally realistic person. It's the "really, truly doesn't make very many mistakes because he's just that attentive" trait. Read that way, I find it suits even the most harshly realistic campaigns, as there actually are people who are trained more to avoid screwups than to be so good that they can attempt the impossible. And as this is a fatiguing level of readiness, the sporadic nature of Luck is quite apropos for such individuals.
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10-24-2011, 11:51 AM | #38 | |
Join Date: Oct 2011
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Re: how useful is Luck?
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Later in the game there will be definitly tougher and more cunning enemies. You convinced me. I think I might even give all my PCs one level of Luck now :) |
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10-24-2011, 12:10 PM | #39 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: how useful is Luck?
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So if you're a Swordmaster, and your mookish foe crits, you can "burn" one of your mastery points to foil that crit.
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10-24-2011, 12:14 PM | #40 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: how useful is Luck?
That's pretty much how Wildcard Points work in Monster Hunters. I think that pegging it to specific skills is too much accounting if said skills aren't wildcard skills, though. Luck is fine for those with dozens of skills and a lot of training in taking extra care with them.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
Tags |
gurps 4e, gurps 4th edition, luck, maths |
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