09-24-2013, 10:07 PM | #1 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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[Impulse Buys] Game Time
Another thread got me thinking on whether 10 points per Destiny/Luck/Serendipity points that refresh each session is a fair price. More specifically
You're either using Game Time or Real Time to calculate when luck/destiny/serendipity points come back... is this an abusive combo when it modifies "1 point per 5 CP of the advantage"? |
09-25-2013, 02:16 AM | #2 | |
Join Date: Mar 2013
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Re: [Impulse Buys] Game Time
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At the end of the session you lose all points over your maximum. This means that even those without luck still have the one point given at the beginning of the session. I also give out another luck point if a character has a critical failure and doesn't use luck to avert it. Another way to gain a luck point is to have somebody use a luck point against your character; you gain the luck points used that way, if they were significant (GM's call). This will be playtested soon, so I don't know exactly if this is too much yet.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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09-25-2013, 02:21 AM | #3 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [Impulse Buys] Game Time
I think that's a bad idea. It takes away the specialness of having Luck. If you go that route, you might as well make it mandatory to have Luck, like GURPS Action does, although there it's done a bit heavy-handed. It'd be better to require each PC to have a minimum of 15 CP worth of stuff selected from a specific list of Advantages, that just happens to contain all the luck-shaped stuff.
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09-25-2013, 02:37 AM | #4 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: [Impulse Buys] Game Time
Well, more specifically I was asking about having a middle ground between having 1 point of refresh per session no matter what, and having full refresh.
one is five, the other is ten/IP. The middle ground being: Points recharge at the end of session or the appropriate in game period, whichever is faster. the recharge rate (1 per interval) remains unchanged. The interval itself is what changes. |
09-25-2013, 02:42 AM | #5 | |
Join Date: Mar 2013
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Re: [Impulse Buys] Game Time
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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09-25-2013, 02:50 AM | #6 | |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: [Impulse Buys] Game Time
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Back to my original question though: Should those with Game Time and Selectivity be allowed. It'd end up being 6CP per IP (Well actually 17 per 3).
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Last edited by Dwarf99; 09-25-2013 at 02:56 AM. |
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09-25-2013, 10:15 AM | #7 | |
Join Date: Mar 2013
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Re: [Impulse Buys] Game Time
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As for the original question, I would only allow a refresh at the start of each gaming session. But that's my personal feelings about the subject rather than logic. Let's see if I can trace back the logic behind it, if any. 1. Luck points implies that you can use them any time, all of them in the first hour of gaming if necessary. 2. Allowing some players to refresh in the middle of the game merely because game time has passed is more powerful than for standard luck, if you are refreshing the entire pool. 3. Therefore, it would be my opinion that if they are using luck that fast and need a refresh in the middle of the game, then perhaps they should just buy more luck points to increase the luck points in their pool so they don't run out. That's all I've got at the moment.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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09-25-2013, 03:06 PM | #8 | ||||
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: [Impulse Buys] Game Time
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In any case due to that RAW example 7.5 is too much to actually charge for individually recharging points that happen as a result of passed game time unless the GM lets the players take 3 game days worth of break. Or unless you a zombie. |
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09-25-2013, 04:33 PM | #9 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Impulse Buys] Game Time
The campaign I was running tonight involves a lot of exploring. It's normal for played scenes to be a day or two apart, and for several sessions to pass between combats. I'd price Game Time on Luck in that Campaign as at least +100%, probably more.
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09-25-2013, 05:47 PM | #10 | |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: [Impulse Buys] Game Time
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What I'm mainly asking for is what I consider a typical campaign. Take Supers for example. With the 6CP/level luck you have the following possibilities 1) A super or team goes out on the town generally solving crimes. If the requisite real time passes, yay, you get luck points commensurate with the length of time you spent on small time crime. Whenever you go to bed you only get 1 luck point. Say they find something in their general crime solving that leads them to the HQ of the BBEG 2) Now each individual encounter is played out (possibly using One Man Army) and it may be more than one session before they get to the BBEG, who escapes. 3) BBEG threatens the city with a death ray. Maybe this requires the supers to do research that just happens to take 3 days allowing 3 LIP recovery even though you took 3 seconds to make the rolls. In all fairness, you are preparing to fight the BBEG so you need all the luck you can get. |
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