03-11-2012, 02:15 PM | #21 |
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Join Date: Oct 2007
Location: Europe
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Re: Luck (Spellcasting only) - how to value limitation
Isn't it the case with most Enchantments, that you only need to roll once, after you've put in all the required Mage-Days?
I freely admit I haven't read the Enchantment section of GURPS Magic closely in the last many, many years, but I seem to recall that most Enchantments, with Powerstones being the exception, work like this. If so much hinges on a single roll, then it makes sense to ban the use of Luck to affect it. If I'm misremembering, though, then it doesn't make sense except as an attempt at world metaphysics simulation. |
03-11-2012, 03:16 PM | #22 | |
Join Date: Oct 2009
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Re: Luck (Spellcasting only) - how to value limitation
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Anyway, it's a setting assumption that can trivially be changed if the GM so desires ... Imho, a GM that allows player-made magic items should assume that the players _will_ make these items and not hope for a failed enchantment roll. Regards Ts |
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03-11-2012, 04:32 PM | #23 | |
Join Date: Jul 2005
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Re: Luck (Spellcasting only) - how to value limitation
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I'm just saying that as a GM I should still make luck have some kind of function to improve an enchanter's luck with the "unpredictable" process called magic. I hope the RAW rules at least allow the caster to reroll a mishap like "summon demon." So maybe the caster doesn't necessarily have less mishaps, but those mishaps are luckily less dangerous... SOMETHING.
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03-11-2012, 05:31 PM | #24 | |
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Re: Luck (Spellcasting only) - how to value limitation
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03-11-2012, 05:38 PM | #25 | |
Join Date: Jul 2005
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Re: Luck (Spellcasting only) - how to value limitation
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03-11-2012, 09:03 PM | #26 | |
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Re: Luck (Spellcasting only) - how to value limitation
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This suggests the rules should be fixed, because badly designed rules are bad. On the other hand, making large changes tend to have a huge effect on the world. If you modify the rules, then you'll have to go back and modify he world, since a good world is always extrapolated from the rules, taking into account important probabilities, such as the percentage of long-term Enchantment projects that fail. But if most such projects fail 5% of the time, and you remove the roll completely, or introduce a trait built from Aspected Luck, that changes the failure percentage for professional Enchanters from 5% to something like 0.2%, then it will not make the world wildly richer in magic items. There are real and important psychological factors at play, though. Some Enchanters do paid work, being hired on long-term contracts (or better) by great lords, and told to do this or that project, and they get paid whether or not the project succeeds. These are unaffected. Others choose to do long-term Enchantment projects on a private basis. Here psychology plays a role. A 5% chance of having wasted all of one's time is rather more daunting than 0.2%, and I think that applies even more strongly for group projects. A lone individual may be strongly devoted to some goal and so keep at it during adversity, but to have a group Enchantment, where several people commit to contribute, that 5% chance of having wasted the effort will deter many. 0.2% will still deter soe, but markedly fewer. So I think if you do change the metaphysics of your world, such that a trait built from Luck can make Enchantment more reliable, then Enchanted items will become somewhat more common, because there'll be more idealistically founded group efforts, and slightly more solo projects. Also note the above deals only with those Enchantments that are about Mage-Days where you put in the days then you make a single roll to see whether the project was a success or a failure. It has nothing to do with Powerstones, which are made with different mechanics. |
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03-11-2012, 09:05 PM | #27 | |
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Join Date: Oct 2007
Location: Europe
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Re: Luck (Spellcasting only) - how to value limitation
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Luck 1, base 15 CP, -20% Aspected, +50% Cosmic, 20 CP. And arguably in this case Aspected should be a bit more, probably -30% since it can do only that thing, but -20% seems to be hardwired into GURPS and shows up everywhere as a knee-jerk reflex. |
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03-11-2012, 09:08 PM | #28 |
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Join Date: Oct 2007
Location: Europe
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Re: Luck (Spellcasting only) - how to value limitation
Keep in mind, the Luck Advantage isn't luck. It's an advantage that gives the character certain mechanical benefits, having to do with re-rolls. It's perfectly reasonable to use that advantage to represent something else, such as skill at working magic, e.g. by applying a -20% Aspected (Only to re-roll spellcasting critical misses) Limitation to it. Now it's no longer luck, but great insight, vast knowledge of the intricacies of magic.
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03-12-2012, 03:22 AM | #29 |
Join Date: Oct 2004
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Re: Luck (Spellcasting only) - how to value limitation
Especially now that we have Stable Casting (T28) and the Stabilizing Skill Perk (Magical Styles p.24).
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03-12-2012, 05:08 AM | #30 | |
Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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Re: Luck (Spellcasting only) - how to value limitation
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