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<blockquote data-quote="CapnZapp" data-source="post: 9050248" data-attributes="member: 12731"><p>To be clear: my proposal is to change all of the game, for all of the classes. (=Luck is given not only to Rogues but to Warlocks and Druids and whatever as well) Remember, I am operating under the assumption D&D balance is already good (if not great), so I'm not trying to give something to only some characters.</p><p></p><p>Yes, I am fully aware that a <em>Spending Luck</em> mechanic could be seen to somewhat favor classes with fewer more impactful rolls over classes with many and therefore individually less impactful rolls. You'd think "Wizards vs warriors" but surprisingly often D&D Wizards rely on the bad luck of others rather than the good fortune of their own rolls. (In short, you can't spend Luck to make the Dragon fail its saving throw)</p><p></p><p>I would focus on the character-building aspect of Luck. If you have bennies or any other meta-currency, you can increase the chance of succeeding where failure would have hurt your character concept the most. This is much more valuable than dealing some extra damage to some random mook. If you play the world's greatest bard you wouldn't want to flub your solo performance in front of the king, so pay Luck until you succeed! If you have made a point of your Wizard knowing everything there is about the insidious Purple Hand cult you suspect is operating in the sewers, you will enjoy using Luck point to make sure you never miss any of the clues to their whereabouts. If you play a Casanova type character you would not want to fail the seduction attempt of the Countess, so use your Luck to ensure an eventful evening! And so on. At least I see such character-defining rolls as much more valuable than spending my luck on successfully making attacks or avoiding some mere damage...! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And yes, no D&D class "needs" this mechanic, or more help of any kind.</p><p></p><p>This isn't about giving D&D classes help --- this is about "which of the things that make DCC awesome can we reasonably bring into our D&D gaming?" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>What things that make DCC awesome are compatible with D&D? What lessons of DCC can we learn when playing D&D?</p><p></p><p>(Of course, the first question must be "if you feel DCC to be as awesome as it is, why then not play DCC?" to which I have already answered that while its <em>ideas</em> are awesome much too much of its <em>execution</em> is far too cluttered and scattered for my taste)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9050248, member: 12731"] To be clear: my proposal is to change all of the game, for all of the classes. (=Luck is given not only to Rogues but to Warlocks and Druids and whatever as well) Remember, I am operating under the assumption D&D balance is already good (if not great), so I'm not trying to give something to only some characters. Yes, I am fully aware that a [I]Spending Luck[/I] mechanic could be seen to somewhat favor classes with fewer more impactful rolls over classes with many and therefore individually less impactful rolls. You'd think "Wizards vs warriors" but surprisingly often D&D Wizards rely on the bad luck of others rather than the good fortune of their own rolls. (In short, you can't spend Luck to make the Dragon fail its saving throw) I would focus on the character-building aspect of Luck. If you have bennies or any other meta-currency, you can increase the chance of succeeding where failure would have hurt your character concept the most. This is much more valuable than dealing some extra damage to some random mook. If you play the world's greatest bard you wouldn't want to flub your solo performance in front of the king, so pay Luck until you succeed! If you have made a point of your Wizard knowing everything there is about the insidious Purple Hand cult you suspect is operating in the sewers, you will enjoy using Luck point to make sure you never miss any of the clues to their whereabouts. If you play a Casanova type character you would not want to fail the seduction attempt of the Countess, so use your Luck to ensure an eventful evening! And so on. At least I see such character-defining rolls as much more valuable than spending my luck on successfully making attacks or avoiding some mere damage...! :) And yes, no D&D class "needs" this mechanic, or more help of any kind. This isn't about giving D&D classes help --- this is about "which of the things that make DCC awesome can we reasonably bring into our D&D gaming?" :) What things that make DCC awesome are compatible with D&D? What lessons of DCC can we learn when playing D&D? (Of course, the first question must be "if you feel DCC to be as awesome as it is, why then not play DCC?" to which I have already answered that while its [I]ideas[/I] are awesome much too much of its [I]execution[/I] is far too cluttered and scattered for my taste) [/QUOTE]
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