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#1 |
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Join Date: Dec 2008
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Is there an advantage for turning fumbles into normal failures? I've seen a lot of things that can do it most of the time or for specific tasks, but nothing broad ranged.
Luck, insane luck, the bless spell, physician for health spells, and probably others come close, and some of these are quite cheap and can grant virtual immunity, but I didn't notice an explicit advantage for this. |
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#2 | |
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Banned
Join Date: Apr 2008
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#3 | |
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Banned
Join Date: Aug 2004
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#4 |
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Join Date: Nov 2006
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#5 |
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Banned
Join Date: Aug 2004
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#6 |
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Join Date: May 2009
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Just Luck would Do you I think, depending how often you are rolling. Add Daredevil if it fits.
If my Probability Foo is Correct I think you would need about 35 rolls to have a 50% chance of a crit. If you do MORE than that in an hour of play you might need Luck 2. Does Luck 1 not suffice? |
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#7 | ||
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Join Date: Oct 2007
Location: Kentucky, USA
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Quote:
Quote:
__________________
GURPS Fanzine The Path of Cunning is worth a read. Last edited by Tyneras; 06-30-2009 at 06:20 PM. Reason: I fail at quotes! |
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#8 | |
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Banned
Join Date: Aug 2004
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Super luck 1 [100] lets you choose the result of a die roll once per real hour. Each extra level of super luck halves that time: 1: 3600 seconds 2: 1800 seconds 3: 900 seconds 4: 450 seconds 5: 225 seconds 6: 113 seconds 7: 57 seconds 8: 29 seconds 9: 15 seconds 10: 8 seconds 11: 4 seconds 12: 2 seconds 13: 1 second You're unlikely to roll more than once per second. If you find that you do roll more than once per second, just bump it up to 14 levels. |
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#9 |
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Banned
Join Date: Dec 2007
Location: Portland, Oregon
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So you can stack Super Luck? Kick butt!
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#10 |
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Join Date: May 2009
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Can't you make a "Fast Talk GM" roll and stall for say 30 Seconds, and make it Super Luck 8?
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