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#13 | |
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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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Quote:
From what I've gleaned from the passage on that, IP that replenishes to its max amount each session should cost at least [10] per IP. I can't imagine the typical session being any less shorter than 3 hours, so let's say we need just 3 IP. This is clearly Aspected as well, so about -20% to have this IP specifically for point-based Luck usage. That brings us to [8] per point, or [24] for a 3 "Luck Point (LP)" point pool. With some Googlefu because my math skills stink, we can figure a percentage increase from 15 to 24 to figure the appropriate amount that a Luck Point modifier would be for the Luck trait. The percentage increase from 15 to 24 is 60%, so the modifier should be +60% probably. To account for stingy GMs and pentaphilia, we can tack on another +5% for a +65% modifier instead to bring that to a handsome [25] for the LP-based basic Luck trait. A [10] increase in point cost sounds about right to me. I'm not sure if it's worthwhile to value at-will Luck higher than that as any higher and I might consider spending my points elsewhere besides on Luck. To be fair, Luck could be argued as meta-level probability manipulation (as some people are inclined to see it as, although I know it to be more nuanced than that) so 15 sort of already is a bit of a crock. So how's all that crunchery look?
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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 |
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| Tags |
| built to concept, dungeon fantasy |
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