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Old 09-23-2013, 02:46 PM   #11
Anaraxes
 
Join Date: Sep 2007
Default Re: The Luck Advantage

If not, we're going to ask every (lucky) seven years until you respond. Or every 2500 hours of play time, whichever comes first.
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Old 09-23-2013, 04:02 PM   #12
PK
 
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Default Re: The Luck Advantage

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Originally Posted by the_matrix_walker View Post
Ever decide on this one Reverend?
Wow, that was an impressive feat of thread resurrection. :)

Actually, Kromm and I spoke about it not long after having this conversation, and he felt that it was a balanced combo.
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Old 09-23-2013, 08:51 PM   #13
Peter Knutsen
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Default Re: The Luck Advantage

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For worldbuilding purposes, would high level NPCs with Luck be crazy powerful?

A super diplomat would never, ever make a critical failure. His nation often get enormous advantages beyond what his nation would normally get. (opposing diplomats will crit-fail and he never will. This adds up).
Yes, and consider taking Luck (-20% Aspected) for only 12 CP, instead of the full version for 15 CP.
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Old 09-23-2013, 08:56 PM   #14
Peter Knutsen
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Default Re: The Luck Advantage

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Wait a sec . . . I think I just thought of an evil combo. :)

Luck (Game Time, +0%; Selectivity, +10%) [17]

I can use my luck once per real hour or once per game day, as I wish. So once I use my luck, it's unavailable until an hour passes or a day passes in game, whichever happens first. That's quite useful.

Abusive?
I don't see a problem with it. Selectivity might need to be +20% or 30% in this case. I don't know about that. But conceptually, it's fine, and it's either priced right or only slightly underpriced.

Another possibility is to buy Luck twice, once with Game Time, one without. That's not RAW-legal, as far as I know, but I don't see any problem with it, except for a little more bookkeeping.
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Old 09-23-2013, 09:09 PM   #15
Peter Knutsen
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Default Re: The Luck Advantage

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Originally Posted by The Benj View Post
Generally, Luck isn't used in downtime. You can use it "once per hour of play" (p.66). No play, no Luck.
In my homebrew RPG, Luck always functions as if it has GURPS' +0% Game time Enhancement.

Unspent uses, usually in the form of Luck Points, are assumed to have been spent off screen, to give the character (PC or NPC) convenient lucky breaks, e.g. the bar in the town he's visiting just happens to have his favourite kind of alcohol, or his blind date happens to be just the ideal kind of girl for him, and so forth. Things that don't really have a lasting effect, and don't benefit the player, but are nifty for the character.

Also, Luck is understood as an existing in-world phenomenon. Characters can wonder about each other, whether they have Luck or not. Most believe in kinds of Luck analogous to GURPS' Aspected Luck, which is also the most common in-world version. They don't always get it right, of course. Sometimes they assume that a character has Luck when he lacks it. Sometimes they overlook Luck. Quite often, for the subtler or more strongly "aspected" types. And of course, a few characters, out of the many millions that live in the world, don't believe in Luck.

Characters also explicitly can't know for sure that they have Luck. They can believe it, and even be quite convinced of it, but any behaviour in the style of "I don't have to worry about X, my 'aspected' Luck will protect me from it" needs to be slapped down, hard and fast.
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Old 09-24-2013, 12:14 AM   #16
the_matrix_walker
 
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Default Re: The Luck Advantage

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Originally Posted by PK View Post
Wow, that was an impressive feat of thread resurrection. :)

Actually, Kromm and I spoke about it not long after having this conversation, and he felt that it was a balanced combo.
No chasm is too deep to delve for GURPS Gold!!

That raises the question....

If you have Extraordinary Luck modified this way, does that mean you have 2 uses in your "Luck Bank" and you Regenerate one every 12 hours or 30 minutes of play? Or with Ridiculous Luck, does that mean you have 6 uses and you regenerate one every 4 game hours or 10 minutes of play?

That may throw things a bit out of whack...
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Old 09-24-2013, 02:25 AM   #17
Dragondog
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Default Re: The Luck Advantage

From how I read Luck, you only ever have one use. It is the "regeneration frequency" that changes. With Luck you can use it once per hour of play, Extraordinary Luck allows for once per 30 minutes of play. And Ridiculous Luck once per 10 minutes of play. Changing that to Game Time, the analogous use should become once per day, once per 12 hours, once per four hours. And with Selectivity once per hour of play or day, once per 30 minutes of play or 12 hours, once per 10 minutes of play or four hours.
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Old 09-24-2013, 02:28 AM   #18
The Benj
 
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Default Re: The Luck Advantage

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From how I read Luck, you only ever have one use. It is the "regeneration frequency" that changes. With Luck you can use it once per hour of play, Extraordinary Luck allows for once per 30 minutes of play. And Ridiculous Luck once per 10 minutes of play. Changing that to Game Time, the analogous use should become once per day, once per 12 hours, once per four hours. And with Selectivity once per hour of play or day, once per 30 minutes of play or 12 hours, once per 10 minutes of play or four hours.
That's true of base Luck, but not so once you add Game Time, as it now gives you a number of uses per day, rather than Luck giving you a one day recharge, Extraordinary Luck giving you a 12-hour one and Ridiculous making it every 4 hours.
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Old 09-24-2013, 02:45 AM   #19
Dragondog
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Default Re: The Luck Advantage

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That's true of base Luck, but not so once you add Game Time, as it now gives you a number of uses per day, rather than Luck giving you a one day recharge, Extraordinary Luck giving you a 12-hour one and Ridiculous making it every 4 hours.
I didn't know that. Where is the text for the Game Time?
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Old 09-24-2013, 02:59 AM   #20
The Benj
 
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Default Re: The Luck Advantage

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I didn't know that. Where is the text for the Game Time?
Powers, p. 108.
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