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LUCK!

Started by Jaeger, August 18, 2003, 11:37:22 PM

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Jaeger

Ok, In my old group we treated luck dice as a kind of "hero" point where they could save you from being wounded.... say your opponent successfully pulls off a counter, you're getting whacked for ten dice, your screwed. So we would burn a luck point, give a rational explanation for why we survived the attack (slipped, fell, glanced off the beltbuckle, etc.)
and the fight would go on.

 But this makes for things being veryheroic,  and I would take chances that I normally never would knowing that I had a few luck points to burn...

 So instead I want to use the following method: Just as you can burn one luck die for a success you can burn one luck die to remeove one damage level. But, you cannot burn dice to remove your opponents successes in other  things, only damage levels. and yes if your are hit for a DL of 8 your out of luck.

What do ya'll think, and how do you apply luck dice in such situations?
I care not.

Brian Leybourne

Hell, why not use them as you first described.

Nothing wrong with making a game more heroic and slightly over-the-top, if that's your thing. Personally, that's how I use them.

Brian.
Brian Leybourne
bleybourne@gmail.com

RPG Books: Of Beasts and Men, The Flower of Battle, The TROS Companion

Lxndr

I keep getting tempted to try the following with Luck, but I don't know how "Balanced" it'd make it, compared to other SAs:

* Luck is used on any and every die roll.
* You roll a # of extra dice equal to your luck BUT after rolling, you remove the lowest # of dice equal to your luck.  Thus, if you'd normally roll 2 dice, and you have a luck of 1, you'd roll 3 dice, and take the highest two.  Thus, luck makes you more likely to succeed, but it doesn't do so much to the best possible quality success you might have.

I'm tempted... but it feels imbalanced.

Nonetheless, I'm still hunting for a way for the SA to really seem "lucky."  Luck feels less luck-ful when, as a player, I have to choose when to use it.  You know?
Alexander Cherry, Twisted Confessions Game Design
Maker of many fine story-games!
Moderator of Indie Netgaming

Brian Leybourne

Give me a reason why every TROS player in the world wouldn't just get their luck to 5 and then leave it there permanently under that scheme :-)

Brian.
Brian Leybourne
bleybourne@gmail.com

RPG Books: Of Beasts and Men, The Flower of Battle, The TROS Companion

Jaeger

"Give me a reason why every TROS player in the world wouldn't just get their luck to 5 and then leave it there permanently under that scheme :-)"


 That's exactly the problem I'm trying to avoid. When you can just blow a luck point to get out of anything, you hoard them, then the bad guys are easier, but then the GM has to give the baddies lots of luck and the fights take forever, etc. etc.

 If your playing your PC right one's SA's should come into play quite often enough for that "heroic" feel. I was just trying to come up with a way to give PC's some slack when the dice just didn't go thier way without having things get out of hand.
I care not.

Overdrive

A more "balanced" approach: In a fight, I let the characters burn a luck point to change their chosen maneuver. So if the bad guy pulls a counter and the player thinks the PC's screwed, he might burn a point to change his maneuver to a bit less risky. No automatical successes, so the fights are deadly if you aren't careful. And for those moments when the bad guy rolls a huge amount of dice on offence, well, you just can't do much more than full evasion plus all your remaining luck dice..