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Old 04-26-2013, 12:02 AM   #1
Peter Knutsen
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Default DF3/11? Why different Luck maxima?

GURPS Dungeon Fantasy seems to say that some class templates can have no more than the 30 CP version of Luck, while others can have the 60 CP verison.

What's the reasoning behind that? Is there some pattern, some fiction emulation, or something?
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Old 04-26-2013, 01:02 AM   #2
the_matrix_walker
 
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Default Re: DF3/11? Why different Luck maxima?

Yep, that's my take. Lucky swashbucklers and thieves are a trope for sure.
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Old 04-26-2013, 02:29 AM   #3
Kromm
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Default Re: DF3/11? Why different Luck maxima?

Some professions get to go up to Ridiculous Luck because it suits the archetype: artificers who can make literally anything work for them (it's a natural extension of bottomless Gizmos and Serendipity); dashing, daring rogues (bards, swashbucklers, and thieves); innkeepers whom Lady Luck favors (because she always favors the house); mentalists who can manipulate probability; those favored by the gods (clerics, holy warriors, and shamans); and those who've made pacts with The Devil (demonologists, evil clerics, and unholy warriors). Everybody else can be lucky, but these guys are extra-lucky for the stated reasons.
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