Virgilio Hohlfeld:
Couldn't quote the message about perks vs. enhancements vs. limited Luck (thread closed), but as I'm reading it, Stabilizing Skill would (by the time I bought up a suitable skill for each important college) wind up costing more than plain unmodified Luck or even one of the upgraded forms of Luck with shorter cool-down -- and even then it only converts crit fail to ordinary fail.
Virgil doesn't have a high IQ?
quote:
Increasing skill in spells I use a lot would cost 1 cp per spell...
Or 10 for Magery, or 20 for IQ. Which is cheap once you've exceeded 10 or 20 spells. Common Wizard build is 1 exp per spell, making it IQ+Magery-2, -3 if it's one of the few VH spells, and then once you've got "the spells you need/want" just up Magery and IQ to the sky...
quote:
Part of the fun of this kind of limitation is finding a non-cheaty, world-compatible and in-character way to work around it.
Ah, your fun is not my fun. And I'll note, none of your examples actually overcome the Disadvantage, they allow limited workarounds. The same as if you just raise spell levels to 16. Armless kickboxer still can't pick up a package and run, bad sight guy can't read signs down the street, nothing get's around the core of the Disads. Likewise you'd still suffer crits on a 17+ (because you remove possibility of lower rolls inducing a failure), but you're not overcoming skill failure and critical failure
completely.
Which a cheap Luck build
would do (even regular Luck does that, kinda).
quote:
Best bet might be to seek out a Blessing.
Bless doesn't work the way you think it does*... it's because the wording is a holdover and needed an edit for 4e. Bless does not
alter die rolls. It explicitly cannot mitigate a critical failure or create a critical success.
If you roll an 18, you still rolled an 18 (ditto with rolling a 17, or really any other roll).
As clarified by Kromm (Sean Punch, Line Editor for GURPS):
http://forums.sjgames.com/show...555&postcount=11
quote:
A "die roll" in GURPS is one throw of the dice to resolve a particular situation, regardless of how many dice are thrown. Modifiers to a die roll are applied once, to the target number (for a success roll) or the total on the dice (for a reaction or damage roll) -- again, regardless of how many dice are thrown. All of this is summarized on pp. B8-9 and discussed in more detail on p. B344 for success rolls, p. B378 for damage rolls, and p. B494 for reaction rolls.
So a Blessing +1 raises the target number for a success roll by one, just like any other +1 modifier; raises total rolled damage by one point, whether it's 1d-1 or 6dx100; and raises reaction rolls by one, just like +1 for Charisma 1 or Attractive appearance.
I mean, if you can score one, it still raises your skills to get closer to to 16, but it won't mitigate a truly bad roll.
* It didn't work the way I thought it did either, or the way I'd run it for twenty-five years... granted Bless has come up more frequently in this game than in all my previous 25 years of running and playing in GURPS, so maybe if we used it more frequently we'd have sussed out how to properly use it as well (of course we also never applied skill penalties to casters when they healed themselves, and that's been in the rules since 1e... so... maybe my tabletop group would have never just stumbled over the correct way on our own).