Big J Money
Adventurer
The described system would (imo) lead to poor play.
Example: Half the party rolls low luck for this session. Guess this is the session we all stay in town and talk to NPCs!
I can see that happening. Mind you, I'm not against the idea of a luck stat. Seems like the kind of thing you might ask your group if they want to experiment with it, but don't be surprised if they want to ditch it.
Also, it inherently gets worse over the session, but doesn't get better.
Final words: with any mechanic, it helps to ask yourself "what does this add to the game?" I feel that a good game, be it RPG, board game, or card game only chooses mechanics that enhance the theme and experience that the main game brings to the table to begin with. How does such a mechanic enhance the themes and motifs of D&D or your campaign?
Ironically, I had been toying with a very similar luck stat mechanic in the RPG I'm working on, and that post has helped me decide it's a no-go.
Example: Half the party rolls low luck for this session. Guess this is the session we all stay in town and talk to NPCs!
I can see that happening. Mind you, I'm not against the idea of a luck stat. Seems like the kind of thing you might ask your group if they want to experiment with it, but don't be surprised if they want to ditch it.
Also, it inherently gets worse over the session, but doesn't get better.
Final words: with any mechanic, it helps to ask yourself "what does this add to the game?" I feel that a good game, be it RPG, board game, or card game only chooses mechanics that enhance the theme and experience that the main game brings to the table to begin with. How does such a mechanic enhance the themes and motifs of D&D or your campaign?
Ironically, I had been toying with a very similar luck stat mechanic in the RPG I'm working on, and that post has helped me decide it's a no-go.