08-23-2020, 11:29 AM | #11 | |
Join Date: Jun 2013
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Re: Storing criticals?
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Another option, which could be combined with the above, is to require a reroll rather than simply downgrading to a normal success. You could even go a step further, and state that if the reroll fails, the character wastes the critical roll, being unable to bank it.
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GURPS Overhaul |
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08-23-2020, 06:01 PM | #12 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: Storing criticals?
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I like the rerolling idea, but I don't think I'd further punish a failure. Rather, they are basically using a 'reverse' luck. If they end up failing a roll that was already a critical, that's punishment enough. |
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08-23-2020, 08:12 PM | #13 |
Join Date: Jan 2017
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Re: Storing criticals?
Criticals are rare enough that storing them aren't too much of a problem. I'm sure I've seen systems that had some sort of 'storage system' like that. If you are worried about abuse, just put a cap on them. Just make it a feature of the game.
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08-24-2020, 01:46 AM | #14 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Storing criticals?
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I might start doing that myself as a GM, but I'm also interested in knowing the cost in case I want to take it as a player. |
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08-24-2020, 09:52 AM | #15 | |
Join Date: Jun 2006
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Re: Storing criticals?
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A point is a major cost, nobody is going to be storing all that many. It competes with all the other things you might want to spend your small number of earned points on, which is a higher psychological barrier than spending a bunch of points from a huge pool like at character creation. Edit: I think the reusable version where the GM chooses if crits are eligible to be stored is the worst of both worlds really. Not only will you have to deal with the crit fishing, but when you say no because the situation isn't important enough you're basically voiding the entire reason you thought this was a good idea. It no longer works as a method to avoid "wasting" criticals if you can't save them unless they wouldn't have been wasted in the first place.
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-- MA Lloyd Last edited by malloyd; 08-24-2020 at 10:00 AM. |
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11-24-2021, 10:31 AM | #16 |
Join Date: Jun 2006
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Re: Storing criticals?
I just had a player ask for something like this. On getting a uselessly good damage roll he asked if he could roll twice more and take the worst result in exchange for an extra Luck token.
Admittedly my answer was no, and this is only a meaningful question because of the non-standard way we do Luck with a fixed number of uses per session instead of tracking real time between them, but it did strike me that if "wasted good rolls" are actually a problem for you, this would be a fairly balanced way to implement a solution, and handing over Luck tokens in either direction and rolling a handful of nine dice (three different colored triples) is fast enough not to impact play much.
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-- MA Lloyd |
11-24-2021, 10:52 AM | #17 | |
Join Date: Oct 2007
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Re: Storing criticals?
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11-25-2021, 07:25 AM | #18 |
Join Date: Apr 2019
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Re: Storing criticals?
The "Flesh Wound" Impulse Buy allows a player to retroactively change injury to 1 HP. Based on this, Malainka's Psi-Wars has introduced a variant of Destiny called Flesh Wounds [5]: Once per session, you can change injury rolled against you to a 1 HP flesh wound.
My intuitive thought is that the ability to store a critical should have a similar mechanic and be based on Destiny Points. It costs 2 Impulse or Destiny Points to turn a regular success into a critical and, as has been suggested, that would translate to a 10 CP trait to be able to do it once per session. If you add on the limitation that the original roll is lost and must be rerolled and that a roll can only be saved after it's already been rolled, that's about a -50% limitation (maybe more, but since this is an invented trait, I think we should be conservative in the pricing). So how about this? Clutch Player: For 5 CP/level, once per level per session, a player may save/bank one die roll result for later use and reroll the banked result. The player may have a maximum of 3 levels of this trait for a total of 15 CP. And this trait may be taken as an Alternative Ability to Luck - as a +20% enhancement for ease of use - with each use costing one use of the Luck advantage. Banked roll results may be used at any time (i.e. three separate results banked over three hours may be used one after another at the end of a session), but they do not carry over from one session to the next. This is a cinematic trait. Last edited by JulianLW; 11-25-2021 at 07:30 AM. |
11-25-2021, 11:10 AM | #19 |
Join Date: Aug 2007
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Re: Storing criticals?
I wouldn't waste game time with a reroll. Since Success to Crit Success costs 2 points, downgrading a Crit Success to Success returns 1 point to whatever pool is being used to support Buying Successes. Stopping the exchange being one to one seems like a reasonable limit to me.
Using Luck charges does also make sense to me, but I still wouldn't bother with rerolls, or banking results. I would, however, always have luck charges earn 2 points towards Buying Successes. Less does seem like a waste of a Luck charge. No idea if I would use both of them together. |
11-25-2021, 12:55 PM | #20 |
Join Date: Jul 2006
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Re: Storing criticals?
This would seem to work best with a metacurrency approach ... not really a GURPS thing unless you want to fit a narritavist skin to it, but very appropriate in things like that Conan RPG.
Unless you believe in that old Harnmaster typo where they put a x10 error into the number of people you could feed with one badger. Which apparently was authenticated by people who had actually eaten badger who confirmed that most people had had enough after their first mouthful... |
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