Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 08-21-2013, 04:58 AM   #11
Peter Knutsen
Banned
 
Join Date: Oct 2007
Location: Europe
Default Re: You Can Do Better Than That (MOS Improvement via Luck)

Why not come up with a variant of Luck, that gives automatic improvements to MoS, possibly only on already successful rolls, instead of allowing re-rolls?

If balanced right, that may be a +0% modifier, similar to the +0% modifier on Luck and related traits that makes them run on in-world time instead of on metagame time.

More likely, the base trait may need to cost 10, 20 or 25 CP/lvl. I'll just drop the idea in here, leaving the actual design implementation to others.
Peter Knutsen is offline   Reply With Quote
Old 08-21-2013, 06:49 AM   #12
DangerousThing
 
Join Date: Mar 2013
Default Re: You Can Do Better Than That (MOS Improvement via Luck)

I just posted my house rules on Luck to my blog (http://dangerousthing.com).

Basically I use a luck point system and luck can be used for a lot of things.
__________________
A little learning is a dangerous thing.
Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun
Dangerous Thoughts, my blog about GURPS and life.
DangerousThing is offline   Reply With Quote
Old 08-21-2013, 07:36 AM   #13
martinl
 
Join Date: Jan 2006
Default Re: You Can Do Better Than That (MOS Improvement via Luck)

Quote:
Originally Posted by ericthered View Post
and showing that GURPS luck is about not failing, not about critical successes!
IME, yes, but you can triple your chance of a crit by using luck. It's just that even then (6 or less, try three times) we're talking ~25%.

Quote:
Originally Posted by Anthony View Post
The chance to improve your roll is 1 - (chance to roll your current roll or higher on 3d6)^2 -- i.e. if you roll a 9, the odds of rolling 9+ on 3d6 is 160/216, squared that is 0.549, so you've got a 44.1% chance to improve your roll. You can apply that to any other value; to roll 7- is equivalent to beating an 8, or 181/216, for a total 29.8% chance of getting a 7 or lower.
That tells you the odds of improving, yes, but I wanted to know how much it would improve, on average.
martinl is offline   Reply With Quote
Reply

Tags
luck, math wankery, mos, probability


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:58 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.