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Presence 06-30-2009 11:31 AM

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.

Figleaf23 06-30-2009 02:52 PM

Re: Fumble immunity
 
Quote:

Originally Posted by Presence (Post 813533)
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.

I'm guessing that 'fumbles' means "critical failures". IIRC there are some Perks that will reduce the frequency of critical failures -- look for Perks whose name begins with "Rule of".

NineDaysDead 06-30-2009 03:31 PM

Re: Fumble immunity
 
Quote:

Originally Posted by Presence (Post 813533)
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.

If by "fumbles" you mean "Critical Failures" try: Super Luck 13 (only to turn Critical Failures in to Normal Failures -80%) [260]

chris1982 06-30-2009 03:59 PM

Re: Fumble immunity
 
Quote:

Originally Posted by NineDaysDead (Post 813666)
If by "fumbles" you mean "Critical Failures" try: Super Luck 13 (only to turn Critical Failures in to Normal Failures -80%) [260]

A bit pricey...

NineDaysDead 06-30-2009 04:11 PM

Re: Fumble immunity
 
Quote:

Originally Posted by chris1982 (Post 813679)
A bit pricey...

Yes, but you're permanently immune to all critical failures.

LargePrime 06-30-2009 05:30 PM

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?

Tyneras 06-30-2009 06:18 PM

Re: Fumble immunity
 
Quote:

Originally Posted by NineDaysDead (Post 813666)
If by "fumbles" you mean "Critical Failures" try: Super Luck 13 (only to turn Critical Failures in to Normal Failures -80%) [260]

Quote:

Originally Posted by NineDaysDead
Yes, but you're permanently immune to all critical failures.

How does that work? Wouldn't that mean it only works 13 times then you are, ahem, out of luck?

NineDaysDead 06-30-2009 06:43 PM

Re: Fumble immunity
 
Quote:

Originally Posted by Tyneras (Post 813737)
Wouldn't that mean it only works 13 times then you are, ahem, out of luck?

No.
Quote:

Originally Posted by Tyneras (Post 813737)
How does that work?

Super luck 1 [100] lets you choose the result of a die roll once per real hour. Each extra level of super luck halves that time:
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.

Ragitsu 06-30-2009 06:49 PM

Re: Fumble immunity
 
So you can stack Super Luck? Kick butt!

LargePrime 06-30-2009 06:57 PM

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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