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#161 |
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Join Date: Jul 2007
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So, that's when they invent the $1 immortality pill?
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-- Burma! |
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#162 | |
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Join Date: Jun 2013
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Quote:
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GURPS Overhaul |
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#163 |
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Join Date: Sep 2007
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So you'd have three chances to roll a crit success. Still no great odds, only about 1.5% chance of making the impossible shot, but there we are. It is just a Perk, after all.
Or just read "Luck" not as that specific advantage, but as use of some similar rule that gives players meta ability over the dice result -- Buying Successes, say. So, the player that finds the Perk attractive can hang on to a CP or three just to let them make the impossible shot, should that situation ever actually come up in game. Ignoring the "not being allowed to roll" rule is already covered by the Perk. Otherwise, there's no point in even having the discussion. To argue that it's not possible is quite easy -- there's no such rule literally permitting this in RAW; done, end of discussion. The point of making a new Perk is to try to invent a rule that _does_ allow this to happen. |
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#164 | |
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Join Date: Jun 2022
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My House Rule ignores "cannot roll if effective skill drops below 3", but I don't allow "self imposed penalties"* to be applied in those cases, and I always treat 3 as critical success and 4 as regular success. * So no Deceptive Attack, no Hit Location choices (unless it's the only attack they can make), etc. Positional penalties, Distance, Speed, Manuever choices, those aren't really what I call 'choices" for this purpose. But I run ACTION! so over the top nonsense "1-in-1000 chances" has it's place at my table. |
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#165 |
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Join Date: Jun 2006
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Ooh, do you think the generous billionaire who preordered a dose for everybody subcontracted with Santa Claus to deliver to everyone that fast? I've always wanted a closer look at his reindeer and he doesn't stop at my house anymore for Christmas....
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-- MA Lloyd |
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#166 | |
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Join Date: Apr 2005
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As I read it, it means you have a bare chance of getting a clear shot at a target regardless of conditions. For example, on a foggy day you will know that the fog will lift just enough in a particular location that you can make a long-ranged sniper shot. Or, if you're you're a space fighter pilot, you know that there's this one unshielded reactor vent that leads directly to the main reactor. A hit there might just destroy your target, as long as you can get through the point defense weapons and enemy fighters and make tricky high-speed torpedo attack.
Alternatively, or additionally, the perk allows you to take shots where your effective skill is less than three or where the weapon's inherent accuracy limits normally make the shot impossible. That allows you to roll the dice, multiple times if you have Luck, and hope for that magic roll of 3. Each of these is a weak perk on its own, but together they might have some appeal. Quote:
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#167 |
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Join Date: Apr 2005
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#168 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Easier to be healed/repaired.
Anyone attempting to heal/repair you gets a bonus to their respective skill to do so. How much bonus makes sense, +1 or +2?
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#169 | |
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Join Date: Aug 2015
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Quote:
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#170 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Although one might just give +2 to those anyway for Danger Sense or Intuition for Abilities Enhancing Skills, which therefore if you aren't doing this, this perk is actually an Extra Option, and should give +2 as well. |
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