Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 11-24-2023, 04:32 PM   #161
cptbutton
 
cptbutton's Avatar
 
Join Date: Jul 2007
Default Re: New perks

Quote:
Originally Posted by Harald387 View Post
"We have a problem."

"What?"

"The new date is two days from now."

"Which date?"

"The date the last living human will die."

"HOW DO YOU KNOW THAT?"

"I JUST DO OKAY."
So, that's when they invent the $1 immortality pill?
__________________
--
Burma!
cptbutton is offline   Reply With Quote
Old 11-24-2023, 05:31 PM   #162
Varyon
 
Join Date: Jun 2013
Default Re: New perks

Quote:
Originally Posted by Anaraxes View Post
The description also says "or Luck". So, the Perk could allow ignoring the "effective skill >= 3" restriction, and allowing a roll no matter what the effective skill level. Of course, only a crit will succeed with an impossibly-tiny target number -- hence the Luck. (Works even better if the Buying Successes rule is in play.)
Luck allows you to roll 3 times and take the best result. If your skill is below 3, it would either be outright unusable (on account of the GM not allowing a roll, which is the RAW) or only serve to make you less likely to roll a critical failure (if the GM is using a houserule that allows for a roll but doesn't allow you to succeed, the roll is just a check of "how badly do you fail").
__________________
GURPS Overhaul
Varyon is offline   Reply With Quote
Old 11-24-2023, 05:55 PM   #163
Anaraxes
 
Join Date: Sep 2007
Default Re: New perks

Quote:
Originally Posted by Varyon View Post
Luck allows you to roll 3 times and take the best result.
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.
Anaraxes is offline   Reply With Quote
Old 11-24-2023, 05:56 PM   #164
mburr0003
 
Join Date: Jun 2022
Default Re: New perks

Quote:
Originally Posted by Varyon View Post
Luck allows you to roll 3 times and take the best result. If your skill is below 3, it would either be outright unusable (on account of the GM not allowing a roll, which is the RAW) or only serve to make you less likely to roll a critical failure (if the GM is using a houserule that allows for a roll but doesn't allow you to succeed, the roll is just a check of "how badly do you fail").
If the GM is ignoring the "no rolls below skill 3" hopefully they aren't ignoring "3 and 4 are always successes/critical successes" on pgs 343 and 347.



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.
mburr0003 is offline   Reply With Quote
Old 11-24-2023, 08:49 PM   #165
malloyd
 
Join Date: Jun 2006
Default Re: New perks

Quote:
Originally Posted by cptbutton View Post
So, that's when they invent the $1 immortality pill?
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....
__________________
--
MA Lloyd
malloyd is offline   Reply With Quote
Old 11-25-2023, 09:38 AM   #166
Pursuivant
 
Join Date: Apr 2005
Default Re: New perks

Quote:
Originally Posted by Varyon View Post
I'm not entirely clear on how this works from the description.
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:
Originally Posted by Varyon View Post
"Unbeatable at <Specific Game>" is probably a legitimate Perk in most campaigns, unless it would serve to readily enrich the character (like "Unbeatable at Blackjack" in a campaign set in Las Vegas). In a situation like that, I'd only allow it if it came with the caveat that the player wasn't allowed to abuse it to make the character wealthy. They could certainly suggest such a game to resolve things in situations where it makes sense, and as GM I'd reserve the option to have a "You must win in this game to advance the plot" incident (to make use of the character's talent).
That's the way I'd do it. In the right sort of campaign, I might even let a player abuse the hell out of the Perk as long as they can pay for the ensuing benefits - one way or the other. ("O.K., you're now Filthy Rich, but until you come up with the CP to pay for it you also have -50 points of Enemies in the form of the Vas Vegas Mob, the IRS, and a Cabal of Mammon Cultists who want your power for themselves.")
Pursuivant is offline   Reply With Quote
Old 11-25-2023, 10:14 AM   #167
Pursuivant
 
Join Date: Apr 2005
Default Re: New perks

Quote:
Originally Posted by Harald387 View Post
"Which date?"

"The date the last living human will die."

"HOW DO YOU KNOW THAT?"

"I JUST DO OKAY."
Tell me that isn't a great adventure hook!
Pursuivant is offline   Reply With Quote
Old 12-22-2023, 01:40 PM   #168
Flyndaran
Untagged
 
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
Default Re: New perks

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?
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check.
Flyndaran is offline   Reply With Quote
Old 12-24-2023, 11:36 AM   #169
Bicorn
 
Bicorn's Avatar
 
Join Date: Aug 2015
Default Re: New perks

Quote:
Originally Posted by JulianLW View Post
I Have a Bad Feeling About This

Prerequisite: Danger Sense or Intuition and Strategy or Tactics

This perk gives +1 to either your Strategy or Tactics skill. You may buy this perk once for each skill.

Great Body ‡

Prerequisites: Fit or Very Fit and Sex Appeal.

You're in great shape, and people can tell. If you are Fit and have spent at least one point on Sex Appeal, you may buy one level of Great Body for an additional +1 to Sex Appeal. If you are Very Fit, you may buy a second level of Great Body for +2 to Sex Appeal.
Yeah, no. A perk can't just give a universal bonus to a skill; it needs to be limited in some way. Just having a prerequisite is not a limitation.
Bicorn is offline   Reply With Quote
Old 12-24-2023, 01:27 PM   #170
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: New perks

Quote:
Originally Posted by Bicorn View Post
Yeah, no. A perk can't just give a universal bonus to a skill; it needs to be limited in some way. Just having a prerequisite is not a limitation.
Tactics rolls specifically to do whatever pre-combat (mapped or unmapped) option you are using would be limited enough for a perk, as would Strategy only for the Strategy roll in Mass Combat.

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.
sir_pudding is offline   Reply With Quote
Reply

Tags
perks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:05 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.