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Old 05-30-2021, 09:08 PM   #19
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Default Re: [DF] A Portal Fantasy within a Dungeon Fantasy: Where's Alice?

Quote:
Originally Posted by Tymathee View Post
There is no codified means of precise measurement of in-game time in any setting that I know of, and any GM who wants that kind of overhead should consider investing their time in more valuable endeavors (...)
This is not about overhead or time management; it is about being partial and discretional with an ability that is part of an NPC you want to rate as a player character.

Following the example in GURPS Powers: Ridiculous luck grants a character 6 uses of luck per real-life hour and 6 uses of luck per game-time day. That is a solid way to measure lucky breaks, especially because you just can’t skip a game-time day to recharge Alice’s luck.

Under the example's logic, you would be technically giving Alice at least 144 lucky breaks per in-game day, that’s out of proportion (6 vs 144).

Quote:
Originally Posted by Tymathee View Post
(...) Discretionary time is inherently built into the Game Time modifier (...) I'm within my right to still say that this is a +0% modifier (...)
At the level you suggest, super luck falls short even if it lets you dictate 24 rolls per in-game day; statistically a 144 attempts and GM time control will grant you the results you seek when you need them (for less CP).

Finally, it is especially easy for you to skip a few minutes of in-game time and say “Oops! You looking for Alice? It’s been ten minutes already, sorry dudes, Alice’s secret rolls powered by the combination of my in-game time control and her luck have justified her escape. Have fun surviving the queen’s guard!”.

Quote:
Originally Posted by Tymathee View Post
(...) My reasoning is sound and I am confident that I'm capable of articulating it (...)
The setting sounds amazing, but IMO at this point the way you handle/modify Luck is a great player deterrent. The proportion between the examples provided by RAW and "your version" of luck, gives me the impression you are stretching things too far to make them "fall within the rules". It would be better if you just say things happens because you want them to happen, at least that would provide a clearer expectative of your vision as a GM.
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