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Old 03-12-2012, 09:50 AM   #31
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Default Re: Luck (Spellcasting only) - how to value limitation

Having talked to Kromm on this, where I directed it to a single skill (for Gadgeteering (Quick), applied only to programming), that was -70%.
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Old 03-12-2012, 12:05 PM   #32
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Default Re: Luck (Spellcasting only) - how to value limitation

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Originally Posted by BlackLiger View Post
Having talked to Kromm on this, where I directed it to a single skill (for Gadgeteering (Quick), applied only to programming), that was -70%.
That sounds a bit more generous than I'd prefer, and I tend to want Aspected to be more like -30% or -40%, with 50% or so for Very Aspected.
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Old 03-12-2012, 12:31 PM   #33
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Default Re: Luck (Spellcasting only) - how to value limitation

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This seems like an odd default. I often wonder how a mage every learns the vast number of spells he/she learns when they are so likely to crit fail when first attempting them...
By casting ceremonially with a more experienced mage and spending a crapton of extra energy to get a skill bonus, probably.
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Old 03-12-2012, 12:37 PM   #34
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Default Re: Luck (Spellcasting only) - how to value limitation

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By casting ceremonially with a more experienced mage and spending a crapton of extra energy to get a skill bonus, probably.
Or by doing the magical equivalent of taking classroom theory, reading the manual, and dry-firing on the range. Like many dangerous things, perfecting the thinking and motions might constitute the majority of the training. Actual hands-on doing for the first time might be a graduation exercise or final exam. For a lot of really dangerous or difficult things, it might never happen . . . Does anyone seriously believe that wizards who know Resurrection or Great Wish test-fire spells that need 300 or 2,000 energy, ever? Of course they don't!
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Old 03-12-2012, 12:47 PM   #35
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Default Re: Luck (Spellcasting only) - how to value limitation

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Actual hands-on doing for the first time might be a graduation exercise or final exam. For a lot of really dangerous or difficult things, it might never happen . . . Does anyone seriously believe that wizards who know Resurrection or Great Wish test-fire spells that need 300 or 2,000 energy, ever? Of course they don't!
Now there's a Discworld-style adventure seed. In certain chunks of Medieval Europe, tradition required that a rising journeyman or university student foot the bill for his own promotion shindig. That cost might be high enough to prevent the creation of a lot of new masters, leaving a growing population of skilled but semi-permanently junior grumbling journeymen/students. There's a comedy adventure awaiting PCs trying to wrangle enough willing participants to ceremonially cast Great Wish so that an impatient wannabe master magician can finally get his diploma.
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Old 03-12-2012, 05:54 PM   #36
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Default Re: Luck (Spellcasting only) - how to value limitation

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Originally Posted by Peter Knutsen View Post
That sounds a bit more generous than I'd prefer, and I tend to want Aspected to be more like -30% or -40%, with 50% or so for Very Aspected.
I focused it to a specific skill for that. Spells are more than 1 item, so -40% sounds entirely reasonable.
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Old 03-13-2012, 11:21 PM   #37
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Default Re: Luck (Spellcasting only) - how to value limitation

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Originally Posted by BlackLiger
I focused it to a specific skill for that. Spells are more than 1 item, so -40% sounds entirely reasonable.
That's still pretty broad, IMO. What related category do you suppose would fit the book value of -20%?
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Old 03-13-2012, 11:56 PM   #38
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Default Re: Luck (Spellcasting only) - how to value limitation

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I focused it to a specific skill for that. Spells are more than 1 item, so -40% sounds entirely reasonable.
I think -40% is way off.

Luck Lets you:
->Affect your own rolls
->Affect rolls directed right at you
->Affect GM decree 'luck checks' (IE I will roll 1d6, on a 1 awesome stuff, on a 6 bad stuff)
->Affect reaction rolls.

Magic lets you use a spell to (assuming you have the spell; but how many spells you have will not effect the cost of luck availability- the fact that the spell exists and that the PC can learn it is all that is important):
->Perform basically every function of every existing skill
->Affect defense against most rolls directed right at you (through blocking spells)
->Affect others (via mind control spells)

So luck that only effects magic is really only missing out on GM decreed luck checks, and rerolling for your base stats/surprise attacks where you were unable to use a blocking spell.

I would say that, because of the sheer breadth of spells, this is only worth -10% at max.
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