08-22-2020, 10:59 PM | #1 |
Join Date: Jun 2010
Location: Dreamland
|
Storing criticals?
A few times I've seen where a player gets a critical in a situation where they don't think it's helpful enough and they would like to 'store' it for future use and convert the critical to a success. Considering that upgrading a success to a critical is 2pts, I let them do this for 1pt just as a quick ruling. But for future reference is this a good 'cost'?
Also, how much would it cost to do this for 'free'? I was thinking it could just be a variant of Luck but a critical is already rare and one you don't want moreso so 15pts might be too expensive. Thank you ahead of time. |
08-23-2020, 01:09 AM | #2 |
Join Date: Feb 2016
|
Re: Storing criticals?
I would suggest making it as an enhancement on Luck. Let us call it Critical Manipulation (+100%). You are capable of banking up to two critical successes every hour (for Luck), every half-hour (for Extraordinary Luck), or every ten minutes (for Ridiculous Luck) instead of the normal use of Luck. Unused critical successes are lost at the end of a session.
|
08-23-2020, 01:25 AM | #3 | |
Join Date: Jul 2009
|
Re: Storing criticals?
Quote:
I'm having some trouble thinking of a good way to balance this, though. In general if a critical success isn't useful in the moment, it's because the roll wasn't that important and a critical failure probably wouldn't be a big deal either. So letting players bank criticals like this risks encouraging them to make more frivolous rolls in the hopes of stocking up on criticals in low-danger situations. |
|
08-23-2020, 03:43 AM | #4 | ||
Join Date: Jun 2010
Location: Dreamland
|
Re: Storing criticals?
Quote:
Quote:
|
||
08-23-2020, 10:17 AM | #5 |
Join Date: Jul 2007
Location: One Mile Up
|
Re: Storing criticals?
|
08-23-2020, 10:22 AM | #6 |
Join Date: Oct 2007
Location: Kentucky, USA
|
Re: Storing criticals?
Impulse Points with point regeneration limited by rolled criticals.
__________________
GURPS Fanzine The Path of Cunning is worth a read. |
08-23-2020, 10:30 AM | #7 |
Join Date: May 2007
|
Re: Storing criticals?
As a GM, I would be against permitting the storage of criticals, insofar as it would tend to encourage players to find reasons (consciously or otherwise) to make as many success rolls as possible, thereby slowing down the game.
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
08-23-2020, 10:49 AM | #8 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Storing criticals?
Quote:
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
|
08-23-2020, 10:52 AM | #9 |
Join Date: Sep 2007
|
Re: Storing criticals?
If success -> crit is worth 2 CP every time you use it, then the Character Point Powered Ability rule in PU5 suggests that the base ability to do so with no CP cost per use is a mere 10 points. "Only after having rolled a crit" is then a Limitation on that base ability (compare Special Recharge on Energy Reserve), as would be a cap on the number of crits that can be stored (size of the "Crit Reserve") and a decay rate (compare the points gained from DR with Absorption or Leech).
(Impulse Buys are usually campaign features, so the point cost is generally irrelevant. But it's the GURPS forum, so we can put numbers on it even if there's no point in doing so.) |
08-23-2020, 11:20 AM | #10 |
Join Date: Aug 2014
Location: Snoopy's basement
|
Re: Storing criticals?
I would not allow dice rolls to be 'stored'. It's fundamentally incompatible with the purpose of rolling, which is to incorporate a random factor in events.
|
Thread Tools | |
Display Modes | |
|
|