|
|
|
#1 |
|
Banned
Join Date: Oct 2007
Location: Europe
|
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? |
|
|
|
|
|
#2 |
|
Join Date: May 2005
Location: Lynn, MA
|
Yep, that's my take. Lucky swashbucklers and thieves are a trope for sure.
|
|
|
|
|
|
#3 |
|
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
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.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
|
|
|
![]() |
| Tags |
| dungeon fantasy |
| Thread Tools | |
| Display Modes | |
|
|