03-27-2020, 03:50 AM | #11 |
Join Date: Dec 2012
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Re: Luck Variant: No Fumbles
I'm not sure that RPM can be explained simply enough for that, while still being RPM.
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03-27-2020, 07:48 AM | #12 |
Join Date: Jan 2015
Location: UK
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Re: Luck Variant: No Fumbles
Yes, without a large energy reservoir (usually FP), RPM requires lots of rolls for all but the simplest rituals and is almost guaranteed to give several "quirks" to the casting - along with a significantly increased chance of critical failures.
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03-27-2020, 07:57 AM | #13 | ||
Join Date: Oct 2007
Location: Vermont
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Re: Luck Variant: No Fumbles
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You're probably right that -75% is too generous, though. I was just spit-balling, for the sake of argument, around the idea of a 15 point advantage. What we need is the point value of the opposite of Active, which I thought might be in some supplement but I can't find it. Now, Passive Luck (can only be used to reroll dice rolls, can never be declared before hand to take the best of three rolls) is probably less of a limitation than Active. We could put it at -30% but let's for the sake of argument put it at -20%, the same as Aspected or Defensive. That would still give us Luck (Passive -20%, Accessibility (Critical Failures (~2.4% of rolls)) -40%) for -60%, which would make Luck 6, 12, and 24 points for Regular, Extraordinary, and Ridiculous.
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03-27-2020, 08:15 AM | #14 |
Join Date: Nov 2009
Location: GMT-5
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Re: Luck Variant: No Fumbles
At our tables, Luck is almost exclusively used to reroll critical failures. I don't see it making sense to give more than a 20% discount. YMMV
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03-27-2020, 10:07 AM | #15 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Luck Variant: No Fumbles
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In my experience, that is by far the most valuable thing Luck does. No matter how much Per, Danger Sense and awesome Active Defenses an Action!, Covert Ops, Monster Hunters or Special Ops PC might have, if a random enemy combatant with an assault rifle rolls a critical hit, that PC is dead or at least so severely wounded that his career might well be over. PCs without explicit inhuman superpowers survive by not being shot and critical hits remove all the game-mechanical protections that allow that.
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03-27-2020, 10:23 AM | #16 |
Join Date: Dec 2007
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Re: Luck Variant: No Fumbles
<snort> No that swirling whirlpool of chaos wasn't just avoiding critical failures. It was kind of an extreme application of Serendipity.
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03-27-2020, 12:51 PM | #17 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Luck Variant: No Fumbles
It's used less often for that, IME, but my games aren't usually full of combat.
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03-27-2020, 03:49 PM | #18 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: Luck Variant: No Fumbles
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Exactly, Serendipity with Visible to make it obvious ;) |
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03-27-2020, 08:30 PM | #19 |
Join Date: Oct 2007
Location: Vermont
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Re: Luck Variant: No Fumbles
Those GMs aren't playing fair at all. That's a completely different disadvantage that would be worth more than -10.
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03-27-2020, 09:29 PM | #20 |
Join Date: Jun 2010
Location: Dreamland
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Re: Luck Variant: No Fumbles
Rereading it, it doesn't seem out of place to treat it as such, but it also sounds worse than -10. Probably why I never take it.
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