03-15-2009, 12:56 PM | #1 |
Join Date: May 2005
Location: Lynn, MA
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The "Game Time" 0% Modifier
Could anyone explain to me why the defaults time exchange for this is SO drastic? It seems to me to be pointed in the wrong direction as well!
The stated example of serendipity 3 would send someone from three times every time we sit down to play, vs 3 times per game week! A week in the game could EASILY take 10 game sessions, and I can think of very few meaningful abuses that could come up if the GM simply say's "two weeks pass" Can anyone convince me that this non-modifying modifier could be anything but a severe limitation?? The only potentially useful advantage I can think of for this would be if you had ridiculous luck. Then you could use it on back to back rolls, but even then; if you have die hards (like my guys) who play for 10 hours you're trading a potential for 30 uses (however unlikely it would be to use it at EVERY opportunity) for 3! Last edited by the_matrix_walker; 03-15-2009 at 12:59 PM. |
03-15-2009, 01:24 PM | #2 |
Join Date: Aug 2005
Location: Denmark
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Re: The "Game Time" 0% Modifier
Well for your group it might never be an advantage. But for others it will.- t depends on your game style.
For instance if you can use Luck every 30 minute. Most of hour combats take about 30 mins of real time, but only a few secons in game. If it is real time, then you can use luck every combat. If it is ingame it would only be once per session. --- On the other hand, once we are out of combatand in a city having to do some investigation. There migth very well pass 4-6 ingame hours with only 30 mins of real time. If it is real time it can only be used once during this invesitgation. If it is game time, it could be used 10 times or so, making you able to reroll just about every die roll you would have to roll in the time. --- I prefer for it to be Real Time. But in some campaigns having it be Game time might be an advantage. Usually if it's not a combat heavy campaign. Last edited by Maz; 03-15-2009 at 01:29 PM. |
03-15-2009, 01:39 PM | #3 |
Join Date: May 2005
Location: Lynn, MA
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Re: The "Game Time" 0% Modifier
Sorry, you're mistaken! Extraordinary luck is 2 times Per hour, so with the game time non modifier, it would be usable 2 time per GAME DAY (game time translates the number of times you can usually use it per game hour into times you can use it per Game day)
(It's not as bad as my brain was originally remembering it (as game session, instead of game day) Powers Page 108 Game Time +0% Some traits – including Luck, Serendipity, and Wild Talent – rely on real time. This modifier lets such an advantage use game time instead. If it usually works at least once per real hour, you get uses per game day equal to its maximum possible uses per real hour; e.g., Ridiculous Luck, which works every 10 real minutes, gets six uses per game day. If it’s rated in uses per session, you get that many uses per game week; e.g., Serendipity 3 gives three uses per game week. The GM may adjust these ratios. Last edited by the_matrix_walker; 03-15-2009 at 01:43 PM. |
03-15-2009, 01:44 PM | #4 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: The "Game Time" 0% Modifier
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03-15-2009, 01:49 PM | #5 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: The "Game Time" 0% Modifier
[QUOTE=the_matrix_walker]Extraordinary luck is 2 times Per hour, so with the game time non modifier, it would be usable 2 time per GAME DAY
[quote] The point about the investigation still stands. That's something that could easily have only one use of Luck apply with the standard system, but give you several uses with Game Time. Quote:
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03-15-2009, 01:54 PM | #6 | |
Join Date: May 2005
Location: Lynn, MA
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Re: The "Game Time" 0% Modifier
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03-15-2009, 02:00 PM | #7 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: The "Game Time" 0% Modifier
The playtesters agreed that it averages out. Whatever you do in your games, all these people seemed in agreement that "a month passes" (entitling the PC to all kinds of uses of Luck or whatever for events, like enchanting, during the month) happens as often as detailed gaming out of an hour that takes quite a few hours to play. Whence +0%.
If your experiences differ, change the value.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
03-15-2009, 02:00 PM | #8 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: The "Game Time" 0% Modifier
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03-15-2009, 02:11 PM | #9 | ||
Join Date: May 2005
Location: Lynn, MA
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Re: The "Game Time" 0% Modifier
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So.... A modifier "Once per day unless the gm skips unimportant time to advance the clock" just doesn't seem equal to "every hour of play" to me... Which is fine, I can just never take it! I just wanted to see if anyone had thoughts that could make me see this as equally useful to the unmodified version. I thought luck couldn't be used for enchantment... was that a previous edition, or am I thinking of a house rule from the days of yore...hmmm (just looked, it's just not usable for ceremonial enchantment) Last edited by the_matrix_walker; 03-15-2009 at 02:22 PM. |
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03-15-2009, 02:26 PM | #10 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: The "Game Time" 0% Modifier
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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