09-19-2014, 09:35 AM | #1 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Game mechanics of luck (lowercase) passively affecting a character?
Greetings, all!
Has anyone seen a convenient mechanic for a character having above- or below-average luck thus with a subtle but constant and passive effect on the life of said character? Specifically: Why typical traits won't do: Standard GURPS Luck provides one 'big' and metagame-active influence once per hour, in the form of a reroll that tends to turn a critical failure into a rather average-ish roll (on average). Standard Serendipity gives on 'big' lucky coincidence every session. Sorts of traits that would do, but are too specific: Gizmo and Doodad seem to provide a small-ish benefit, but they're still extremely specific and all-or-nothing. Card Sharp (which helps guess enemy cards in cardgames) Loaded Dice (in games of pure chance) and Misfire Master (changing Malf) seem like the right spirit for how such luck should work, but once again, they're extremely specific to those narrow areas. The sort of effects that seems to fit, but is not exactly a trait: Path of Chance. The Path's manipulation of probability, increasing or decreasing the probability of an event occurring (depending on whether it is good or bad), or even increasing the near-zero probability of a grossly improbable event occurring to a level that would make it reasonably possible within the timeline (this, of course, requires at least three levels of above-average luck). Other stuff that is thematically appropriate: Modifying critical success/failure chances, modifying all 'pure chance' stuff like coin flips, roulette, quantum RNGs, loot tables, chances to meet a given NPC in a crowd etc. Thoughts? Thanks in advance! |
09-19-2014, 09:54 AM | #2 |
Join Date: Jun 2013
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Re: Game mechanics of luck (lowercase) passively affecting a character?
Destiny Points and Impulse Buys are appropriate. For a character with Destiny (Lucky), I'd say it would be appropriate to allow incidental but unimportant lucky things to happen fairly commonly to the character - he tends to get inside shelter before the rain starts up, gets a skilled and friendly taxi driver rather rapidly when hailing a cab, and so forth. When it actually matters to the story - the MacGuffin he's carrying is sensitive to moisture, he needs to get to the airport quickly to stop a terrorist plot, and so forth - he'll actually need to burn his Destiny points.
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09-19-2014, 09:56 AM | #3 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Game mechanics of luck (lowercase) passively affecting a character?
The one that I like is "roll four dice, choose the best three." The improvement in results is fairly modest, something like 1.5 points more favorable. Or less favorable, but I think that might require the dice to be rolled in the GM's view.
Bill Stoddard |
09-19-2014, 10:12 AM | #4 | |
Join Date: Jun 2013
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Re: Game mechanics of luck (lowercase) passively affecting a character?
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09-19-2014, 10:30 AM | #5 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Game mechanics of luck (lowercase) passively affecting a character?
Serendipity is the best way to have luck as a not-controlling-rolls-mechanic.
__________________
I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
09-19-2014, 11:17 AM | #6 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Game mechanics of luck (lowercase) passively affecting a character?
Quote:
Quote:
Spent points and spent uses of Serendipity provide:
What I'm looking for is something that will:
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09-19-2014, 11:20 AM | #7 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Game mechanics of luck (lowercase) passively affecting a character?
Quote:
Bill Stoddard |
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09-19-2014, 11:30 AM | #8 |
Join Date: Feb 2014
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Re: Game mechanics of luck (lowercase) passively affecting a character?
Talents increase effective skill but also provide a reaction bonus to people who can gauge masterful work. Perhaps something like a talent but also includes a negative reaction modifier for people who value skill (and positive for people who value luck)?
Alternatively, there's Visualization with sufficient levels of reduced time to make its effects constant (but you have to keep making IQ rolls and thinking about how to succeed). Add some enhancements to remove the roll and requirement for thought? |
09-19-2014, 11:44 AM | #9 | |
Join Date: Jun 2013
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Re: Game mechanics of luck (lowercase) passively affecting a character?
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09-19-2014, 11:52 AM | #10 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Game mechanics of luck (lowercase) passively affecting a character?
What you want is something that changes criticals, unfornutely, criticals are already too biased in GURPS, since skills of 16+ are common, most rolls have 10% chance of success, only .5% chance of failure. Also, because combat criticals are very powerful, it would be very unbalanced indeed.
What you can have is a perk, allowing criticals on a 7, but making 16+ a critical failure.
__________________
I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
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chance, luck, path of chance, probability |
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