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Old 09-24-2013, 04:05 AM   #21
Silvermane
 
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Default Re: The Luck Advantage

How about a version of luck advantage that lets you use it ONLY a certain number of times, EVER?

I was thinking of using it as a cheaper way for a cat to have 9 Lives.
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Old 09-24-2013, 04:11 AM   #22
vierasmarius
 
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Default Re: The Luck Advantage

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Originally Posted by Silvermane View Post
How about a version of luck advantage that lets you use it ONLY a certain number of times, EVER?

I was thinking of using it as a cheaper way for a cat to have 9 Lives.
There's an option like that in Power-Ups 5: Impulse Buys, where you set aside a pool of character points to spend in play (on things like Buying Success, Player Guidance, Flesh Wounds, etc). Now, you normally don't need to set aside points, and can just use any unspent points, but that's how I'd handle the "Nine Lives" situation.
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Old 09-24-2013, 04:53 AM   #23
Dragondog
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Default Re: The Luck Advantage

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Originally Posted by The Benj View Post
Powers, p. 108.
Thanks. In this case, I would think that all uses regenerate once per game day or hour of play.
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Old 09-24-2013, 10:17 AM   #24
Peter Knutsen
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That's true of base Luck, but not so once you add Game Time, as it now gives you a number of uses per day, rather than Luck giving you a one day recharge, Extraordinary Luck giving you a 12-hour one and Ridiculous making it every 4 hours.
Even for non-Game Time Luck, it ought to be possible to Enhance one's way to getting X uses per expected X-hour-length session, instead of by-the-clock uses. Personally, I think +50% Cosmic might do the trick, there.
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Old 09-24-2013, 10:19 AM   #25
Peter Knutsen
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Default Re: The Luck Advantage

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Originally Posted by Silvermane View Post
How about a version of luck advantage that lets you use it ONLY a certain number of times, EVER?

I was thinking of using it as a cheaper way for a cat to have 9 Lives.
In GURPS, you can just burn CP.

Alternatively, there's a rule in GURPS Supers that says that a one-use-ever trait has its cost reduced to 1/5. That's not the same as a -80% Limitation, because it's meant to be able to stack with Limitations.

Apply that to Luck, and you get 3 CP per use, or about 2.5 CP/use for Aspected Luck. Which, to be honest, strikes me as badly overpriced.
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Old 09-24-2013, 04:43 PM   #26
DangerousThing
 
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Default Re: The Luck Advantage

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Originally Posted by Peter Knutsen View Post
In GURPS, you can just burn CP.

Alternatively, there's a rule in GURPS Supers that says that a one-use-ever trait has its cost reduced to 1/5. That's not the same as a -80% Limitation, because it's meant to be able to stack with Limitations.

Apply that to Luck, and you get 3 CP per use, or about 2.5 CP/use for Aspected Luck. Which, to be honest, strikes me as badly overpriced.
Or 5 CP for Extra Life.
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Old 09-24-2013, 10:31 PM   #27
Peter Knutsen
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Default Re: The Luck Advantage

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Or 5 CP for Extra Life.
I'm not sure the 1/5 cost discount can be applied to Extra Life.
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Old 09-24-2013, 10:51 PM   #28
vierasmarius
 
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Default Re: The Luck Advantage

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I'm not sure the 1/5 cost discount can be applied to Extra Life.
It most definitely can't be, since Extra Life is already one-use only.
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Old 09-24-2013, 11:02 PM   #29
Peter Knutsen
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Default Re: The Luck Advantage

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It most definitely can't be, since Extra Life is already one-use only.
That's what I thought. 5 CP would be silly cheap. It massively fails the "who would not take that (in a DF or similar campaign)?" test.
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Old 09-24-2013, 11:35 PM   #30
David Johnston2
 
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Default Re: The Luck Advantage

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Originally Posted by Peter Knutsen View Post
In GURPS, you can just burn CP.

Alternatively, there's a rule in GURPS Supers that says that a one-use-ever trait has its cost reduced to 1/5. That's not the same as a -80% Limitation, because it's meant to be able to stack with Limitations.

Apply that to Luck, and you get 3 CP per use, or about 2.5 CP/use for Aspected Luck. Which, to be honest, strikes me as badly overpriced.
Compare it to an Extra Life, and it looks like a decent deal to me.
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