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Old 06-01-2021, 09:36 AM   #33
Varyon
 
Join Date: Jun 2013
Default Re: [DF] A Portal Fantasy within a Dungeon Fantasy: Where's Alice?

Quote:
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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).
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 ~6n 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.
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