Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 06-30-2009, 11:31 AM   #1
Presence
 
Join Date: Dec 2008
Default Fumble immunity

Is there an advantage for turning fumbles into normal failures? I've seen a lot of things that can do it most of the time or for specific tasks, but nothing broad ranged.

Luck, insane luck, the bless spell, physician for health spells, and probably others come close, and some of these are quite cheap and can grant virtual immunity, but I didn't notice an explicit advantage for this.
Presence is offline   Reply With Quote
Old 06-30-2009, 02:52 PM   #2
Figleaf23
Banned
 
Figleaf23's Avatar
 
Join Date: Apr 2008
Default Re: Fumble immunity

Quote:
Originally Posted by Presence View Post
Is there an advantage for turning fumbles into normal failures? I've seen a lot of things that can do it most of the time or for specific tasks, but nothing broad ranged.

Luck, insane luck, the bless spell, physician for health spells, and probably others come close, and some of these are quite cheap and can grant virtual immunity, but I didn't notice an explicit advantage for this.
I'm guessing that 'fumbles' means "critical failures". IIRC there are some Perks that will reduce the frequency of critical failures -- look for Perks whose name begins with "Rule of".
Figleaf23 is offline   Reply With Quote
Old 06-30-2009, 03:31 PM   #3
NineDaysDead
Banned
 
NineDaysDead's Avatar
 
Join Date: Aug 2004
Default Re: Fumble immunity

Quote:
Originally Posted by Presence View Post
Is there an advantage for turning fumbles into normal failures? I've seen a lot of things that can do it most of the time or for specific tasks, but nothing broad ranged.

Luck, insane luck, the bless spell, physician for health spells, and probably others come close, and some of these are quite cheap and can grant virtual immunity, but I didn't notice an explicit advantage for this.
If by "fumbles" you mean "Critical Failures" try: Super Luck 13 (only to turn Critical Failures in to Normal Failures -80%) [260]
NineDaysDead is offline   Reply With Quote
Old 06-30-2009, 03:59 PM   #4
chris1982
 
Join Date: Nov 2006
Default Re: Fumble immunity

Quote:
Originally Posted by NineDaysDead View Post
If by "fumbles" you mean "Critical Failures" try: Super Luck 13 (only to turn Critical Failures in to Normal Failures -80%) [260]
A bit pricey...
chris1982 is offline   Reply With Quote
Old 06-30-2009, 04:11 PM   #5
NineDaysDead
Banned
 
NineDaysDead's Avatar
 
Join Date: Aug 2004
Default Re: Fumble immunity

Quote:
Originally Posted by chris1982 View Post
A bit pricey...
Yes, but you're permanently immune to all critical failures.
NineDaysDead is offline   Reply With Quote
Old 06-30-2009, 05:30 PM   #6
LargePrime
 
Join Date: May 2009
Default Re: Fumble immunity

Just Luck would Do you I think, depending how often you are rolling. Add Daredevil if it fits.

If my Probability Foo is Correct I think you would need about 35 rolls to have a 50% chance of a crit. If you do MORE than that in an hour of play you might need Luck 2.

Does Luck 1 not suffice?
LargePrime is offline   Reply With Quote
Old 06-30-2009, 06:18 PM   #7
Tyneras
 
Join Date: Oct 2007
Location: Kentucky, USA
Default Re: Fumble immunity

Quote:
Originally Posted by NineDaysDead View Post
If by "fumbles" you mean "Critical Failures" try: Super Luck 13 (only to turn Critical Failures in to Normal Failures -80%) [260]
Quote:
Originally Posted by NineDaysDead
Yes, but you're permanently immune to all critical failures.
How does that work? Wouldn't that mean it only works 13 times then you are, ahem, out of luck?
__________________
GURPS Fanzine The Path of Cunning is worth a read.

Last edited by Tyneras; 06-30-2009 at 06:20 PM. Reason: I fail at quotes!
Tyneras is offline   Reply With Quote
Old 06-30-2009, 06:43 PM   #8
NineDaysDead
Banned
 
NineDaysDead's Avatar
 
Join Date: Aug 2004
Default Re: Fumble immunity

Quote:
Originally Posted by Tyneras View Post
Wouldn't that mean it only works 13 times then you are, ahem, out of luck?
No.
Quote:
Originally Posted by Tyneras View Post
How does that work?
Super luck 1 [100] lets you choose the result of a die roll once per real hour. Each extra level of super luck halves that time:
1: 3600 seconds
2: 1800 seconds
3: 900 seconds
4: 450 seconds
5: 225 seconds
6: 113 seconds
7: 57 seconds
8: 29 seconds
9: 15 seconds
10: 8 seconds
11: 4 seconds
12: 2 seconds
13: 1 second

You're unlikely to roll more than once per second. If you find that you do roll more than once per second, just bump it up to 14 levels.
NineDaysDead is offline   Reply With Quote
Old 06-30-2009, 06:49 PM   #9
Ragitsu
Banned
 
Ragitsu's Avatar
 
Join Date: Dec 2007
Location: Portland, Oregon
Default Re: Fumble immunity

So you can stack Super Luck? Kick butt!
Ragitsu is offline   Reply With Quote
Old 06-30-2009, 06:57 PM   #10
LargePrime
 
Join Date: May 2009
Default Re: Fumble immunity

Can't you make a "Fast Talk GM" roll and stall for say 30 Seconds, and make it Super Luck 8?
LargePrime is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:07 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.