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<blockquote data-quote="CapnZapp" data-source="post: 9071964" data-attributes="member: 12731"><p>This post keep getting likes, so I was motivated to provide an example anyway <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>Let's say the party gets word a great caravan was ambushed by bandits in the mountain pass before reaching your city. The caravan is rumored to be laden with gold and other presents, because the Emir's bride-to-be, the unearthly beauty Princess Amara, it was her caravan. The heroes decide to track down any of the survivors, some of which apparently have reached the city for the rumors to spread.</p><p></p><p>Like in so many other role-playing games this sets of a number of skill checks. You want to bribe gate guards, ask around at the watch barracks, listen for rumors at the caravanserai where caravan guards get their next job, and of course let the gold flow at various taverns and houses of ill repute.</p><p></p><p>But what about being lucky enough to get directly to a credible lead, without first having to waste the day? And even if you have no connections with any guardsmen (like your friend the fighter might have), you might luck out on overhearing some relevant gossip, or (as happened in our campaign) simply happen to see a guards captain leaving his office unattended (so our thief could help himself to a bag of gold and some papers; none of this relevant to the investigation at hand).</p><p></p><p>This example is from "real" roleplaying. Not in the sense that you move figures on a battlemat, and your players trust you enough to not simply overwhelm and kill single heroes (in the city you need to spread out to get results that much faster). But still, small story vignettes aiming to kick-start the adventure (where the heroes ride out into the desert once they have enough intel to understand where they're going). Other use cases are for off-screen Carousing results (as I've said, I use Carousing to award luck and other ability points, in an attempt to explain why S&S heroes love wasting their hard-earned gold on that).</p><p></p><p>There are sooo many instances where I love that I don't have to come up with a skill you can check, when it is much more realistic that it is just pure happenstance whether you're in the right place at the right time. In other games you need to decide whether you gather information or track down neer-do-wells or whatever, and it can sometimes feel entirely arbitrary which skill to use or ask for.</p><p></p><p>I would love to have a Luck* statistic in every fantasy rpg! It really makes it easier and even inspires me as a GM! <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><em><span style="font-size: 12px">*) or Chance, or Fate, Destiny... etc</span></em></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9071964, member: 12731"] This post keep getting likes, so I was motivated to provide an example anyway :) Let's say the party gets word a great caravan was ambushed by bandits in the mountain pass before reaching your city. The caravan is rumored to be laden with gold and other presents, because the Emir's bride-to-be, the unearthly beauty Princess Amara, it was her caravan. The heroes decide to track down any of the survivors, some of which apparently have reached the city for the rumors to spread. Like in so many other role-playing games this sets of a number of skill checks. You want to bribe gate guards, ask around at the watch barracks, listen for rumors at the caravanserai where caravan guards get their next job, and of course let the gold flow at various taverns and houses of ill repute. But what about being lucky enough to get directly to a credible lead, without first having to waste the day? And even if you have no connections with any guardsmen (like your friend the fighter might have), you might luck out on overhearing some relevant gossip, or (as happened in our campaign) simply happen to see a guards captain leaving his office unattended (so our thief could help himself to a bag of gold and some papers; none of this relevant to the investigation at hand). This example is from "real" roleplaying. Not in the sense that you move figures on a battlemat, and your players trust you enough to not simply overwhelm and kill single heroes (in the city you need to spread out to get results that much faster). But still, small story vignettes aiming to kick-start the adventure (where the heroes ride out into the desert once they have enough intel to understand where they're going). Other use cases are for off-screen Carousing results (as I've said, I use Carousing to award luck and other ability points, in an attempt to explain why S&S heroes love wasting their hard-earned gold on that). There are sooo many instances where I love that I don't have to come up with a skill you can check, when it is much more realistic that it is just pure happenstance whether you're in the right place at the right time. In other games you need to decide whether you gather information or track down neer-do-wells or whatever, and it can sometimes feel entirely arbitrary which skill to use or ask for. I would love to have a Luck* statistic in every fantasy rpg! It really makes it easier and even inspires me as a GM! :) [I][SIZE=3]*) or Chance, or Fate, Destiny... etc[/SIZE][/I] [/QUOTE]
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