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Old 08-21-2013, 04:58 AM   #11
Peter Knutsen
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Join Date: Oct 2007
Location: Europe
Default Re: You Can Do Better Than That (MOS Improvement via Luck)

Why not come up with a variant of Luck, that gives automatic improvements to MoS, possibly only on already successful rolls, instead of allowing re-rolls?

If balanced right, that may be a +0% modifier, similar to the +0% modifier on Luck and related traits that makes them run on in-world time instead of on metagame time.

More likely, the base trait may need to cost 10, 20 or 25 CP/lvl. I'll just drop the idea in here, leaving the actual design implementation to others.
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Old 08-21-2013, 06:49 AM   #12
DangerousThing
 
Join Date: Mar 2013
Default Re: You Can Do Better Than That (MOS Improvement via Luck)

I just posted my house rules on Luck to my blog (http://dangerousthing.com).

Basically I use a luck point system and luck can be used for a lot of things.
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Old 08-21-2013, 07:36 AM   #13
martinl
 
Join Date: Jan 2006
Default Re: You Can Do Better Than That (MOS Improvement via Luck)

Quote:
Originally Posted by ericthered View Post
and showing that GURPS luck is about not failing, not about critical successes!
IME, yes, but you can triple your chance of a crit by using luck. It's just that even then (6 or less, try three times) we're talking ~25%.

Quote:
Originally Posted by Anthony View Post
The chance to improve your roll is 1 - (chance to roll your current roll or higher on 3d6)^2 -- i.e. if you roll a 9, the odds of rolling 9+ on 3d6 is 160/216, squared that is 0.549, so you've got a 44.1% chance to improve your roll. You can apply that to any other value; to roll 7- is equivalent to beating an 8, or 181/216, for a total 29.8% chance of getting a 7 or lower.
That tells you the odds of improving, yes, but I wanted to know how much it would improve, on average.
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luck, math wankery, mos, probability

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