05-30-2021, 12:54 AM | #11 |
Join Date: May 2021
Location: I'd rather be alone than be with people who make me feel alone.
|
Re: [DF] A Portal Fantasy within a Dungeon Fantasy: Where's Alice?
I think you misunderstand. What I meant is that if the players want to purchase it with that modifier, they may do so. I apologize if I was not transparent enough with how I articulated that.
|
05-30-2021, 02:24 PM | #12 | |
Join Date: Nov 2016
|
Re: [DF] A Portal Fantasy within a Dungeon Fantasy: Where's Alice?
Quote:
What I am explaining to you is that this 0% modifier is more like a switch that affects how luck works in the setting, it is a feature of the game, it is not a thing of a character. This modifier in particular will cause unbalance if some have it and some don't. It changes, at no cost, the lucky break ratio in a game-session: 20:00 (real life): Player 1 calls unmodified luck, regardless of what happens in the game, he can use luck until it is 23:00. 21:00 (real life): Player 2 calls "game-time" luck, then they camp for 8 in game hours. 21:30 (real life): Player 2 can use luck again, and he does. 22:00 (real life): The party takes a 5-hour ride, player 2 calls luck again.
__________________
- 画龍点睛。Hide。 |
|
05-30-2021, 03:21 PM | #13 |
Join Date: May 2007
|
Re: [DF] A Portal Fantasy within a Dungeon Fantasy: Where's Alice?
I think "game-time" versus "play-time" are not dramatically unbalanced (and they are certainly listed in Powers as per-advantage options rather than per-game options). When a few minutes of infiltration and fighting drag out into an hour at the table, the player who took game-time on his Luck will look enviously at the one who didn't; when a month of travel speeds by in a few minutes, the player who took unmodified luck will look on enviously as the one who took game-time uses Luck on every navigation and survival roll. It strikes me as reasonable.
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. Last edited by ravenfish; 05-30-2021 at 03:26 PM. |
05-30-2021, 03:38 PM | #14 | |
Join Date: Oct 2007
|
Re: [DF] A Portal Fantasy within a Dungeon Fantasy: Where's Alice?
Quote:
|
|
05-30-2021, 04:05 PM | #15 | |||
Join Date: Nov 2016
|
Re: [DF] A Portal Fantasy within a Dungeon Fantasy: Where's Alice?
Quote:
Quote:
Quote:
Under that scope and observing Tymathee is the GM, the advantage is inconsistent as part of an NPC he wants to measure with character points. This is cosmic powers, resembling the "wish modifier". GURPS Powers states something else, it establishes a "non discretional" ratio of lucky breaks, for example: "(...) Ridiculous Luck, which works every 10 real minutes, gets six uses per game day (...)" That said Tymathee, the recommendation here is you either:
__________________
- 画龍点睛。Hide。 |
|||
05-30-2021, 05:22 PM | #16 | |
Join Date: May 2021
Location: I'd rather be alone than be with people who make me feel alone.
|
Re: [DF] A Portal Fantasy within a Dungeon Fantasy: Where's Alice?
Quote:
Realistically there is no fair value for such a modifier. Regardless of the time scale implemented by the GM, GM fiat for the passage of time and the abstraction of time and its usage are what is ultimately the balancing factors of this modifier. 10 minutes of in-game time could very well take 25 minutes or more of real life time. If my game session is 5 hours of continuous play, that's about 30 potential uses for unmodified Ridiculous Luck. Ridiculous Luck with the Game Time modifier should ideally be within that same range more or less in my opinion... it is a matter of semantics. Within the context of dungeon crawling, this kind of gameplay is very much about the minute-by-minute play, where that 10 minutes game time to 25 minutes or more of real life time ratio could be a realistic expectation. Experience may differ from game to game and how the GM handles time usage. Last edited by Tymathee; 05-30-2021 at 05:28 PM. Reason: Grammar. |
|
05-30-2021, 07:38 PM | #17 |
Join Date: Nov 2016
|
Re: [DF] A Portal Fantasy within a Dungeon Fantasy: Where's Alice?
You can adjust the ratios, but the ratios should be clear and non-discretional.
When the ability is discretional, it’s best if you just say “she does things because I say so” and forget about her CP value. Right now, the ability does not give any certainty; you can recharge her luck as you wish because there are no rules regarding the flow of time in the setting. You can accelerate or decelerate time when you see it fit (as you pointed you might do), players cannot. You can't guarantee players a specific number of lucky breaks game-time wise. Thus, Alice is in an advantageous position to frustrate the advancement of your players; it is comparable to a failsafe. Assuming you want to benchmark Alice, the other questionable thing about her is you want to say “Alice is a 250 CP NPC” while it isn’t the case. As a GM you are giving her a cosmic boost which you are not counting towards her character value. In this case, just keep a list of her abilities and characteristics, as established in the newer NPC templates and do not compare her CP value with a player's character value.
__________________
- 画龍点睛。Hide。 |
05-30-2021, 08:14 PM | #18 | |
Join Date: May 2021
Location: I'd rather be alone than be with people who make me feel alone.
|
Re: [DF] A Portal Fantasy within a Dungeon Fantasy: Where's Alice?
Quote:
We obviously value our time differently, but according to the RAW I'm within my right to still say that this is a +0% modifier. My reasoning is sound and I am confident that I'm capable of articulating it to my players in a manner that would assure them of the balance intended. |
|
05-30-2021, 09:08 PM | #19 | ||
Join Date: Nov 2016
|
Re: [DF] A Portal Fantasy within a Dungeon Fantasy: Where's Alice?
Quote:
Following the example in GURPS Powers: Ridiculous luck grants a character 6 uses of luck per real-life hour and 6 uses of luck per game-time day. That is a solid way to measure lucky breaks, especially because you just can’t skip a game-time day to recharge Alice’s luck. Under the example's logic, you would be technically giving Alice at least 144 lucky breaks per in-game day, that’s out of proportion (6 vs 144). Quote:
Finally, it is especially easy for you to skip a few minutes of in-game time and say “Oops! You looking for Alice? It’s been ten minutes already, sorry dudes, Alice’s secret rolls powered by the combination of my in-game time control and her luck have justified her escape. Have fun surviving the queen’s guard!”. The setting sounds amazing, but IMO at this point the way you handle/modify Luck is a great player deterrent. The proportion between the examples provided by RAW and "your version" of luck, gives me the impression you are stretching things too far to make them "fall within the rules". It would be better if you just say things happens because you want them to happen, at least that would provide a clearer expectative of your vision as a GM.
__________________
- 画龍点睛。Hide。 |
||
05-30-2021, 10:16 PM | #20 | ||||
Join Date: May 2021
Location: I'd rather be alone than be with people who make me feel alone.
|
Re: [DF] A Portal Fantasy within a Dungeon Fantasy: Where's Alice?
Quote:
Quote:
Quote:
Quote:
It appears we are at an impasse. |
||||
|
|