Quote:
Originally Posted by Hide
Regarding your “guesstimate”, per GURPS power ups 4 ridiculous luck gives you 6 lucky breaks an in-game day. Even if you multiply take alternative yield of ridiculous luck, under the “special case” clause, you acquire 2*6 = 12 luck breaks. With the 1:1 ratio, you roughly had 144 lucky breaks a day (6 calls per hour * 24 hours).
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It's not inappropriate to compare a campaign/story arc with a season of a television show, with each session comparable to an episode within that. PU4's suggestion of "One RL hour is one in-game day" is for whatever the authors thought of as a "typical" game. For a show like
Law and Order, 1hr->1day is probably too often, as normal Luck would typically mean one use per scene. For a show like
24, it's clearly not often enough, as normal Luck would typically mean one use per
campaign. Heck, for
24, Tymathee's 1:1 ratio wouldn't be often enough, given it would mean normal Luck was one use per session.
Basically,
n uses per hour abilities should be ~6
n uses per game session. How long in-game a typical game session covers would dictate what the ratio for Game-Time would be. If a typical game session covers about a week of in-game time, trading a RL hour for a game day is appropriate. If a typical game session covers about a month of in-game time, trading a RL hour for a game week may be appropriate. If a typical game session covers about an hour of in-game time, trading a RL hour for 10 in-game minutes may well be appropriate.