Luck
Posted: Tue Jun 07, 2011 10:05 pm
The copy around where you determine your birth augur (awesome word) should explicitly state the you roll a 1d30 unmodified on table 1-2.
Fan Forums
http://www.goodman-games.com/forums/
http://www.goodman-games.com/forums/viewtopic.php?f=65&t=14424
I'm pretty experienced with RPGs and it took me a few too much brain power at 2 am to figure it out. Besides, explicit is always better than implicit in this kind of thing.finarvyn wrote:True, although it's probably obvious based on the number range in the chart.
This doesn't seem right. Perhaps the table should be changed to a % table, where a result for each save has a range (say, 3%) whereas the result for all saves has a shorter range, or a single percent point.jmucchiello wrote: Luck sure is fickle since there is a result for "all saving throws" as well 3 other results for each kind of save. Some folks are just really lucky.
Given all the other "luck" in the chargen system, this is really not necessary. What are the odds that you will have a 16+ (more than +1 bonus) in your 6th stat (luck) and then roll a 17 on d30? And if you are a fighter, what good is it since you would have been better off with "any attack" (1 on d30) which is better than "melee attacks" (2 on d30).rabindranath72 wrote:This doesn't seem right. Perhaps the table should be changed to a % table, where a result for each save has a range (say, 3%) whereas the result for all saves has a shorter range, or a single percent point.jmucchiello wrote: Luck sure is fickle since there is a result for "all saving throws" as well 3 other results for each kind of save. Some folks are just really lucky.
But then you don't get to use the "funky" d30!rabindranath72 wrote:This doesn't seem right. Perhaps the table should be changed to a % table, where a result for each save has a range (say, 3%) whereas the result for all saves has a shorter range, or a single percent point.jmucchiello wrote:Luck sure is fickle since there is a result for "all saving throws" as well 3 other results for each kind of save. Some folks are just really lucky.
Heh, I love this idea but somehow I know it won't fly.jmucchiello wrote:By that token should you roll d5+d6+d7 for your 6 ability scores. Use those zocchi dice!!
I just posted that somewhere else except in a my dumb luck format where my mook with a couple 17s is the guy who dies and the guy with 7s across the board survives the funnel.goodmangames wrote:And remember the character creation funnel...you'll have a couple 0-level guys, of varying stats, and the guys with the best stats don't always survive. My experience has been that the first adventure often forces a lot of "character creation questions" at the tip of a sword-point! But I'd love to hear your experiences once you start playing.
We have to start playing of course (projected start date is probably next Tuesday), but my first gut reaction is that (a) passing up attribute points for momentary bonuses is an interesting feature, and (b) if you make the loss permanent without some recovery mechanism, player's won't use it.jmucchiello wrote:You don't get it back. It says permanently burn luck for a single die roll. If you are that desperate, chances are you better retire soon. And not in a largely settled area unless you hope the meteor that strikes takes out a few hundred of your fellow mankind.
Hopefully I actually wrote this somewhere in the beta, but Luck can be restored in one of two ways.viktor_haag wrote:If you provide a way for PCs to recover Luck, it becomes an in-game economy, and that can produce quite interesting effects. If you're forcing PCs to burn it "just before death", then I ask why make them burn it anyway -- give them some sort of "last stand" option (you can get +6 to this roll if you're willing to turn the character into an NPC permanently, or for some GM-determined length of time, or whatever).
Do you ever allow characters to increase their base luck? I was thinking of either particularly heroic and noble actions, the result of divine or supernatural favor, or the result of fairy tale like magic.goodmangames wrote:For all classes, you can recover Luck by performing deeds worthy of the cosmic powers. Gain the favor of a deity or demigod, and you'll be favored by chance: reflected in an improvement to Luck. Hmm, now that I think about it, I think this may be in the judge's rules that didn't make it into the beta rules. Anyway, in my games, I usually award 1-2 points of Luck per adventure, depending on what great tasks the PCs completed that would have warranted the attention of the gods. (And, opposite of that, offending a deity could result in a Luck penalty.) Things like saving a temple, protecting a favored saint, performing an act that embodies a deity's beliefs, etc. can also benefit Luck.
If you do not burn any luck, you can keep gaining luck until you hit 18 luck.talmor wrote:Do you ever allow characters to increase their base luck? I was thinking of either particularly heroic and noble actions, the result of divine or supernatural favor, or the result of fairy tale like magic.goodmangames wrote:For all classes, you can recover Luck by performing deeds worthy of the cosmic powers. Gain the favor of a deity or demigod, and you'll be favored by chance: reflected in an improvement to Luck. Hmm, now that I think about it, I think this may be in the judge's rules that didn't make it into the beta rules. Anyway, in my games, I usually award 1-2 points of Luck per adventure, depending on what great tasks the PCs completed that would have warranted the attention of the gods. (And, opposite of that, offending a deity could result in a Luck penalty.) Things like saving a temple, protecting a favored saint, performing an act that embodies a deity's beliefs, etc. can also benefit Luck.
I'm terribly sorry, but the "word police" has to arrest you for using THAT WORD on these boards. You need to take a "time out" for ten minutes.Hamakto wrote:But that is TOUGH feat to accomplish as the world is not a safe place and you need to use a little luck here and there to survive.
* pulls his head up out of the sand where he has been hiding for the last hour *finarvyn wrote:I'm terribly sorry, but the "word police" has to arrest you for using THAT WORD on these boards. You need to take a "time out" for ten minutes.Hamakto wrote:But that is TOUGH feat to accomplish as the world is not a safe place and you need to use a little luck here and there to survive.
I love this, awarding 1-2 luck per adventure encourages spending it here and there to save your skin without fear that you will forever gimp your character.goodmangames wrote:viktor_haag wrote: * If you're a halfling or thief, it recovers at the rate of 1 point per day.
* For all classes, you can recover Luck by performing deeds worthy of the cosmic powers. Gain the favor of a deity or demigod, and you'll be favored by chance: reflected in an improvement to Luck. Hmm, now that I think about it, I think this may be in the judge's rules that didn't make it into the beta rules. Anyway, in my games, I usually award 1-2 points of Luck per adventure, depending on what great tasks the PCs completed that would have warranted the attention of the gods. (And, opposite of that, offending a deity could result in a Luck penalty.) Things like saving a temple, protecting a favored saint, performing an act that embodies a deity's beliefs, etc. can also benefit Luck.
I may use this but not sure I should. On one hand it really slows thieves and halfling progression (which is good) on the other it basically hurts thieves that choose to use their most fun, interesting mechanic (which is bad). I don't think it would be horrible to force thieves to try "risking" an adventure without spending luck but do I want them doing so when that is what they are supposed to do?GnomeBoy wrote: Alternately, the awards could just add to what you have at the moment. Which means thieves and halflings will essentially 'heal' that burned Luck faster -- unless somehow they didn't spend as much as the adventure is awarding them...
Actually I agree with this.Ze Groupe wrote:I personnaly think the whole Luck mechanic needs to be rethought.
There are so many oddities to how it functions currently that I think it adds very little to the game other than a lot of head scratching "huh? that makes no sense" moments.
My 2c.
I'm thinking that maybe it's the ONE attribute you should have some "wiggle room" with - say 4d6 drop one, or 5d4 (so min. 5 max 20 to start), or even a base of 6+2d6 so that a low roll doesn't mean near-instant death...bholmes4 wrote:Actually I agree with this.Ze Groupe wrote:I personnaly think the whole Luck mechanic needs to be rethought.
There are so many oddities to how it functions currently that I think it adds very little to the game other than a lot of head scratching "huh? that makes no sense" moments.
My 2c.
I would like to see the concept of luck retained but it definitely needs a fair bit of work. I'm not even entirely sold that it should be an ability. It's sort of like fitting a square peg in a round hole. If it was reworked as a trackable stat, more like hit points it may work more smoothly.
Lucky birth mechanics (ie. Augurs etc.) could still be rolled but on a table or two (one to pick the augur, one for the +/- modifier) so no need to lose this flavour, it would just be a constant score.