Fumble immunity
Is there an advantage for turning fumbles into normal failures? I've seen a lot of things that can do it most of the time or for specific tasks, but nothing broad ranged.
Luck, insane luck, the bless spell, physician for health spells, and probably others come close, and some of these are quite cheap and can grant virtual immunity, but I didn't notice an explicit advantage for this. |
Re: Fumble immunity
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Re: Fumble immunity
Just Luck would Do you I think, depending how often you are rolling. Add Daredevil if it fits.
If my Probability Foo is Correct I think you would need about 35 rolls to have a 50% chance of a crit. If you do MORE than that in an hour of play you might need Luck 2. Does Luck 1 not suffice? |
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1: 3600 seconds 2: 1800 seconds 3: 900 seconds 4: 450 seconds 5: 225 seconds 6: 113 seconds 7: 57 seconds 8: 29 seconds 9: 15 seconds 10: 8 seconds 11: 4 seconds 12: 2 seconds 13: 1 second You're unlikely to roll more than once per second. If you find that you do roll more than once per second, just bump it up to 14 levels. |
Re: Fumble immunity
So you can stack Super Luck? Kick butt!
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Re: Fumble immunity
Can't you make a "Fast Talk GM" roll and stall for say 30 Seconds, and make it Super Luck 8?
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