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#10 | ||
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Join Date: May 2021
Location: I'd rather be alone than be with people who make me feel alone.
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RNG is a balancing factor here, or so I'd like to think. The dice fall as they may, and the point is that it's a resource to be managed. If you blow all your Luck Points at once, you might not have any at a later time to prevent undesirable outcomes. I don't think this is any less presumptuous than assuming you can blow all your LP at once and somehow expect there to not be possible dangers in the future.
So, LP spent all at once BUT risking future problems OR LP spent all at once and NO risking future problems comes out to a net +0% here. I think it could be argued that circumstances could potentially be manipulated by the player to favor the latter over the former which I see is where you're coming from (like the later mentioned of possible manipulative behavior, a perceptive GM would nip this issue sooner than later). This reminds me of some Kromm logic about Features potentially being valued as Perks. At best I think this might warrant a 1 point increase in cost, but I'm personally in favor of keeping it at 15 as there's a little too much subjectivity with the probability and it could be argued to be a non-issue with a savvy GM. The bolded isn't a true statement as I'm certain I provided adequate clarification in my notes on this, although I will elaborate/restate this more clearly if I can. You never have any more uses of Luck with your Luck Points anymore than the amount of uses you would naturally have with unmodified Luck. It's only a "renewable resource" if you're purposely dragging the session on longer than it is scheduled for. I doubt this is a meaningful isssue, as I would hope the GM to be perceptive enough to sus out this kind of manipulative behavior. Quote:
I think a common issue that unmodified Luck has with the contentious Game Time modifier is time. For reasons it could be argued as a positive aspect of Luck's game mechanics, and for reasons it could be argued as a negative aspect of the game mechanics of the trait, as evident by my stances and past history of it being brought up by others in past threads. Quote:
One of my complaints about the standard DF templates is they have an almost one-track mind towards combat effectiveness without nearly as much focus on broader utility for adventuring. Sure, at least someone needs to be the combat monster but not everyone needs to be. Thanks! It always has irked me in the past with my old parties I've played in that mapping is always neglected. I have the suspicion that today's smartphones with their convenient mapping apps has made people take physical maps for granted. If I'm ever at a American shopping mall and everyone else I'm accompanying is bewildered about where to go, I'm the first to go straight to the nearest directory map (how does anyone just miss these?). You could wander around aimlessly (as some adventuring parties seem to do, poor GMs might as well be trying to herd house cats), or you could inform yourself of your environment and keep track of things. With maps, good ones!
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"Mom's resentful that she has to work so hard, which obscures her guilt about actually wanting to work so hard. Dad's guilty about being less driven than mom, but thinks it's wrong to feel that way, so he hides behind a smokescreen of cluelessness. Quinn wears superficiality like a suit of armor, because she's afraid of looking inside and finding absolutely nothing. And I'm so defendant that I actively work to make people dislike me so I won't feel bad when they do. Can I go now?" - Daria Morgendorffer Last edited by Tymathee; 09-05-2021 at 12:16 PM. |
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| built to concept, dungeon fantasy |
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