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Old 03-24-2023, 07:29 PM   #11
RGTraynor
 
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Default Re: GURPS Dungeon Fantasy Denizens: Thieves

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Originally Posted by Walden View Post
I'm not an expert on applying GURPS rules by a longshot, but I thought there was an almost universal princple that, in most campaigns, the most basic level of Luck was practically mandatory for all characters. In How to be a GURPS GM, Kromm almost seemed to imply it was necessary for everyone due to the nature of GURPS rules.
"Necessary" for everyone? Practically nothing is. Desirable for everyone, post-4e? Absolutely. Luck is your insurance policy against critical failures. I would never create a GURPS PC without it.
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Old 03-24-2023, 10:21 PM   #12
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Default Re: GURPS Dungeon Fantasy Denizens: Thieves

As much as I've been waiting for this release, it caught me flatfooted by surprise with a suspiciously empty* coin purse.


* Like Kromm, it's that tight for me too right now. Not house hunting, suddenly necessary surgery, which is mostly covered, mostly. It's the weeks of recuperating afterwards that I'll be unable to work that has me stashing funds away in anticipation.


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Originally Posted by RGTraynor View Post
I would never create a GURPS PC without it.
Inversely, I almost never take Luck. Mostly this comes from it being 'yet another thing' I have to keep track of as a Player, and worse as a GM. So I tend to avoid it as a Player since I know how much of a hassle keeping separate timers for each Player who has Luck can be...


Which is also why as a GM I tend to just wing the timing; they get as many uses that session as I expect the game to last in hours. If we go long, I extend them more uses as we go.

Still often have PCs with a pile of Luck tokens at the end of a session.
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Old 03-24-2023, 11:39 PM   #13
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Default Re: GURPS Dungeon Fantasy Denizens: Thieves

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Originally Posted by RGTraynor View Post
"Necessary" for everyone? Practically nothing is. Desirable for everyone, post-4e? Absolutely. Luck is your insurance policy against critical failures. I would never create a GURPS PC without it.
I've never taken it, and virtually no one I play with has in however long 4E has been out. I have nothing against it, and no problem if a player wants to take it if I'm running, but I've never had an issue with crit failures, either. They help the story and a GM can twist that into the narrative without destroying the whole scene or game. Some of my most fun moments have come from crit fails.

As to the new product, it's awesome! The new purchase process on the new store, less so (no immediate link to download it, not immediately in your downloads, having to wait for an email, a downloads list that can't be sorted or searched, and so on).

But excellent product!
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Old 03-25-2023, 01:10 AM   #14
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Default Re: GURPS Dungeon Fantasy Denizens: Thieves

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Originally Posted by mburr0003 View Post
Inversely, I almost never take Luck. Mostly this comes from it being 'yet another thing' I have to keep track of as a Player, and worse as a GM. So I tend to avoid it as a Player since I know how much of a hassle keeping separate timers for each Player who has Luck can be...
My group has discovered the helpfulness of Alexa for things like that. Alexa set a NAME timer for 1 hour.
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Old 03-25-2023, 07:08 AM   #15
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Default Re: GURPS Dungeon Fantasy Denizens: Thieves

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My group has discovered the helpfulness of Alexa for things like that. Alexa set a NAME timer for 1 hour.
A piece of paper and a pencil also serve. Oh, and a timepiece of some kind.

Luck isnít ever mandatory, but once youíve played a few characters with it, itís just so frustrating not to have it. Yes, being able to negate those so-amusing critical failures may be a bad thing from the narrativist point of view, and I learned always to take Luck from our local arch-gamistís character-building approach, but even from the narrativist viewpoint, there are times when having a character make that 14- roll is what completes a good story, and having the dice decide to inflict an anticlimactic 16 on you is just boring.
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Old 03-25-2023, 08:41 AM   #16
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Default Re: GURPS Dungeon Fantasy Denizens: Thieves

I just convert to uses per session and be done with it. That is when I use it. I prefer Impulse Points to meta-game traits for basically everything.
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Old 03-25-2023, 11:20 AM   #17
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Default Re: GURPS Dungeon Fantasy Denizens: Thieves

I'm glad to see a sensible approach to sentry removal (box, p. 16).
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Old 03-29-2023, 09:15 AM   #18
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Default Re: GURPS Dungeon Fantasy Denizens: Thieves

I'm very confused by the Sneak Attack advantage (p.29).

Is this correct:
I attack & get 1pt of damage to the vitals.
1pt(dmg) x3(vitals) x2(snk.atk) = 6pts
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Old 03-29-2023, 11:23 AM   #19
Christopher R. Rice
 
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Default Re: GURPS Dungeon Fantasy Denizens: Thieves

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Originally Posted by Tinman View Post
I'm very confused by the Sneak Attack advantage (p.29).

Is this correct:
I attack & get 1pt of damage to the vitals.
1pt(dmg) x3(vitals) x2(snk.atk) = 6pts
Sneak Attack at level 1 doubles the final injury to the target. So say you hit and did 4 points of basic impaling damage and 2 points got through basic the target has DR 2 then the injury would be 6 points. But if the target had this power-up and made their Quick Contest of DX/Weapon Skill vs. the subject's HT then they would do 12 points of damage instead.
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Old 03-29-2023, 12:06 PM   #20
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Default Re: GURPS Dungeon Fantasy Denizens: Thieves

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Originally Posted by Christopher R. Rice View Post
Sneak Attack at level 1 doubles the final injury to the target. So say you hit and did 4 points of basic impaling damage and 2 points got through basic the target has DR 2 then the injury would be 6 points. But if the target had this power-up and made their Quick Contest of DX/Weapon Skill vs. the subject's HT then they would do 12 points of damage instead.
I don't have the book (yet), but that sounds like you're basically Afflicting the target with Vulnerability x2 toward your sneak attack. Does the book include any Under the Hood information for the abilities in it? I'd be interested to see how you built that.
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