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#11 | |
Join Date: Aug 2004
Location: Pioneer Valley
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#12 |
Join Date: Jun 2022
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As much as I've been waiting for this release, it caught me flatfooted by surprise with a suspiciously empty* coin purse.
* Like Kromm, it's that tight for me too right now. Not house hunting, suddenly necessary surgery, which is mostly covered, mostly. It's the weeks of recuperating afterwards that I'll be unable to work that has me stashing funds away in anticipation. Inversely, I almost never take Luck. Mostly this comes from it being 'yet another thing' I have to keep track of as a Player, and worse as a GM. So I tend to avoid it as a Player since I know how much of a hassle keeping separate timers for each Player who has Luck can be... Which is also why as a GM I tend to just wing the timing; they get as many uses that session as I expect the game to last in hours. If we go long, I extend them more uses as we go. Still often have PCs with a pile of Luck tokens at the end of a session. |
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#13 | |
Join Date: Nov 2004
Location: Sydney, Australia
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As to the new product, it's awesome! The new purchase process on the new store, less so (no immediate link to download it, not immediately in your downloads, having to wait for an email, a downloads list that can't be sorted or searched, and so on). But excellent product!
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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#14 | |
Join Date: Mar 2008
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#15 | |
Join Date: Aug 2004
Location: U.K.
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Luck isn’t ever mandatory, but once you’ve played a few characters with it, it’s just so frustrating not to have it. Yes, being able to negate those so-amusing critical failures may be a bad thing from the narrativist point of view, and I learned always to take Luck from our local arch-gamist’s character-building approach, but even from the narrativist viewpoint, there are times when having a character make that 14- roll is what completes a good story, and having the dice decide to inflict an anticlimactic 16 on you is just boring.
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-- Phil Masters My Home Page. My Self-Publications: On Warehouse 23 and On DriveThruRPG. |
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#16 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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I just convert to uses per session and be done with it. That is when I use it. I prefer Impulse Points to meta-game traits for basically everything.
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#17 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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I'm glad to see a sensible approach to sentry removal (box, p. 16).
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#18 |
Join Date: Feb 2007
Location: New York City
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I'm very confused by the Sneak Attack advantage (p.29).
Is this correct: I attack & get 1pt of damage to the vitals. 1pt(dmg) x3(vitals) x2(snk.atk) = 6pts |
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#19 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Sneak Attack at level 1 doubles the final injury to the target. So say you hit and did 4 points of basic impaling damage and 2 points got through basic the target has DR 2 then the injury would be 6 points. But if the target had this power-up and made their Quick Contest of DX/Weapon Skill vs. the subject's HT then they would do 12 points of damage instead.
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#20 | |
Join Date: Jun 2013
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GURPS Overhaul |
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Tags |
bandit, burglar, cutthroat, denizens, mastermind, spell-thief, thieves |
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