Luck awards are generally doled out at the end of an adventure. Unless it's been a really easy adventure, the thieves and halflings are unlikely to be at their full Luck score after a hard day's dungeoneering. So the Luck award will most likely just shorten the number of days it takes them to regain their expended Luck.
Yes, I've read this suggestion on the other thread.
What I don't like about this is that luck is awarded at a very arbitrary moment of a PC's evolution. In my case, campaigns usually include more than one adventure intertwined with each other. While there are certainly points at which I could say "ok, you've reached a milestone in the campaign here" because the PCs have accomplished a goal, it remains very arbitrary nonetheless. So essentially, I would be awarding luck at one given point where the thief or halfling would already have spent luck points for... what reason exactly?
Also, this solution to the rule essentially implies that the judge make sure to award thieves and halflings bonuses to luck when they've partly depleted this resource, or else they'll cap out to 18. This is very metagamy and I don't like it.
And finally, when exactly is the luck awarded when "an adventure is complete"? Is it when you defeat the evil sorcerer? Or when you destroy his evil artifact? Or when you return the remnants of the sorcerer to the king? Or when you receive payment for your deeds? What if you defer going back to receive payment for a few days, to give you time to rest and recuperate? What if you defer destroying the artefact for a few days after having defeated the evil sorcerer? Or is is simply because an adventure booklet that you bought says that the adventure is over at this
As you can see, I'm not too fond of the idea of a punctual moment being arbitrarily dertermined by the judge (or the adventure designer).
I would have liked for Mr. Goodman to provide guidance on the intent of the rule:
1) it is possible to increase the luck score over the initial score?
2) if so, how do you handle thief and halfling luck scores that could increase towards 18?
I don't know what I'll do yet. I'll probably award permanent bonuses without capping the luck score at the initial score, and with the luck score affecting both your "current score" and your "max score". I.e. the player-friendly approach. If it becomes a problem, I might revisit. I'll probably be a bit more stingy on luck score increases however. I'll have to see how much luck burn my non-thief/halfling players actually do.