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<blockquote data-quote="CapnZapp" data-source="post: 9049079" data-attributes="member: 12731"><p>A very reasonable thought.</p><p></p><p>However, what really sets DCC Thieves apart, I found, is their ability to jump right in, heedlessly and with abandon, fairly secure in their faith that luck will always bail them out in the end.</p><p></p><p>Perhaps not so much during a prolonged combat encounter, but definitely during off-screen downtime activities. When you make a lot of rolls and each individual roll doesn't matter very much (like in combat) Luck is not a great decider. But when an entire day's story is resolved by maybe three rolls, it's a very different matter.</p><p></p><p>The ability to actually spend Luck is key here. Otherwise having 18 Luck only means you're unlucky 10% of the time, or 17% compounded over three rolls, which doesn't cut it.</p><p></p><p>If, however, you're allowed to spend Luck, the probability of being Lucky three rolls in a row come much much closer to the ~99% which a player character that is subjected to repeated such sequences really need for it to make sense to "trust" ones luck.</p><p></p><p>To be clear: the worst-case scenario here is that you'll end up two Luck points shorter, so you know you can no longer trust your luck the <em>next</em> time. And not that you actually are Unlucky <em>now</em>, if that could cost you your life (or pride or whatever).</p><p></p><p>I hope that made sense, otherwise we'll discuss an example.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9049079, member: 12731"] A very reasonable thought. However, what really sets DCC Thieves apart, I found, is their ability to jump right in, heedlessly and with abandon, fairly secure in their faith that luck will always bail them out in the end. Perhaps not so much during a prolonged combat encounter, but definitely during off-screen downtime activities. When you make a lot of rolls and each individual roll doesn't matter very much (like in combat) Luck is not a great decider. But when an entire day's story is resolved by maybe three rolls, it's a very different matter. The ability to actually spend Luck is key here. Otherwise having 18 Luck only means you're unlucky 10% of the time, or 17% compounded over three rolls, which doesn't cut it. If, however, you're allowed to spend Luck, the probability of being Lucky three rolls in a row come much much closer to the ~99% which a player character that is subjected to repeated such sequences really need for it to make sense to "trust" ones luck. To be clear: the worst-case scenario here is that you'll end up two Luck points shorter, so you know you can no longer trust your luck the [I]next[/I] time. And not that you actually are Unlucky [I]now[/I], if that could cost you your life (or pride or whatever). I hope that made sense, otherwise we'll discuss an example. [/QUOTE]
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