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#1 | |
Join Date: Jul 2013
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Converting a character's concept from another game the Player wanted to keep a flaw of theirs. They were born under a bad sign and sometimes fate conspired against them. This anti-luck is easy to write up, but much harder to price. I'd like some help making it playable, and fairly priced.
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#2 |
Join Date: Aug 2004
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This seems worse than canonical Unluckiness, so just reversing the sign for the comparable Advantage might be a reasonable pricing.
I don't think this is a good idea though. It's placing a dual burden on the GM, who not only has to remember to apply it at the proper interval, but also has to try and keep it balanced with similarly priced disads. The model borrowed from Luck (and its relatives) is already one I disfavor so using it in a negative fashion makes it more unappealing. |
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#3 |
Join Date: Aug 2004
Location: Pioneer Valley
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Yeah, I'd say that this isn't so much Fate conspiring against the character, but Fate hosing the poor bastard continuously. Unluckiness is bad enough as it stands.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#4 |
Join Date: Jul 2013
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Seemed to totally missed that, Thanks for pointing it out.
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My GURPS Blog: https://omniversalmess.blogspot.com/ |
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#5 |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Personally, I've found that trying to reproduce an aspect of one game system into another exactly is often problematic, and more trouble than it's worth. I'll join the chorus and suggest going with Unluckiness.
Cursed is possible, but unless the player wants to see their PC horribly hosed (and quite possibly dead soon), I generally limit that to NPCs.
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Tags |
disadvantage, luck |
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