Primitive Screwhead
First Post
Not playtest material, just brainstorming.
Luck/hero points/etc.. have been a difficult mechanic so far. My group loved the first iteration {exploding dice, dice pool equal to your LUCK attribute}.
With each iteration the love for Luck has paled and in the last game session the mechanic wasn't even used. The players didn't feel that luck was on their side when they added a die to the pool.
So here is a thought that updates Luck to the post-dice pool cap mechanic.
Each session you have a special pool of Karma dice equal to your Luck die pool that refreshed when the GM says it does {usually at the start of an 'adventure'}.
You can use Karma in a couple different ways:
1) burn a Karma die to re-roll a check replacing the rolls attribute dice with your Luck attribute dice
2) burn a Karma die to add 1D6 to a roll before the roll. Drop the lowest die when calculating the result. {You can use more than one Karma die in the manner}
3) burn a Karma die to add 1D6 to a roll after the roll. This adds directly to the result, however the GM gains a Karma die to his/her pool for use against you later. {You can use more than one Karma die in the manner}
I think this makes Luck more.. um, Lucky and adds player choice to the mix.
Luck/hero points/etc.. have been a difficult mechanic so far. My group loved the first iteration {exploding dice, dice pool equal to your LUCK attribute}.
With each iteration the love for Luck has paled and in the last game session the mechanic wasn't even used. The players didn't feel that luck was on their side when they added a die to the pool.
So here is a thought that updates Luck to the post-dice pool cap mechanic.
Each session you have a special pool of Karma dice equal to your Luck die pool that refreshed when the GM says it does {usually at the start of an 'adventure'}.
You can use Karma in a couple different ways:
1) burn a Karma die to re-roll a check replacing the rolls attribute dice with your Luck attribute dice
2) burn a Karma die to add 1D6 to a roll before the roll. Drop the lowest die when calculating the result. {You can use more than one Karma die in the manner}
3) burn a Karma die to add 1D6 to a roll after the roll. This adds directly to the result, however the GM gains a Karma die to his/her pool for use against you later. {You can use more than one Karma die in the manner}
I think this makes Luck more.. um, Lucky and adds player choice to the mix.