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DCC Level 0 Character Funnel is a Bad Concept
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<blockquote data-quote="CapnZapp" data-source="post: 9263039" data-attributes="member: 12731"><p>Another thing I loved about DCC was the <em>Test Your Luck</em> concept.</p><p></p><p>This isn't normally important during a combat or in any other situation where you make lots of rolls. This is important when one roll can change the direction of the story.</p><p></p><p>I love the way Thieves get a superpower that is they can throw themselves into almost any situation, counting on their Luck to bail them out almost no matter what <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=":)" /> The player of a Thief can at any time decide to spend one or more Luck points. For each point you spend, you get to roll a special die and add that to whatever roll you're currently trying to make. This special die becomes larger as you level up. </p><p></p><p>I really hope I can add this mechanic to my next D&D campaign. The crucial point is to make Luck a renewable source (which it isn't for DCC characters other than Thieves and Halflings).</p><p></p><p>It doesn't need to regenerate very quickly, it just needs to be more than "once you have spend a point of Luck it is gone forever" because then players will never use it for anything except as an alternative to death and defeat. If you can't gain back spent Luck in any dependable manner, then the points basically becomes "Extra Lives" in a video game.</p><p></p><p>That's not what I want. I haven't yet decided if "you gain back 1 point of Luck per long rest" is reasonable (or too slow or too fast)...</p><p></p><p>I'll probably fix the special die as a d6, considering the bounded accuracy of D&D. No need to give high level heroes larger bonuses (if anything you need them more at low level!)</p><p></p><p>Well, anyway.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9263039, member: 12731"] Another thing I loved about DCC was the [I]Test Your Luck[/I] concept. This isn't normally important during a combat or in any other situation where you make lots of rolls. This is important when one roll can change the direction of the story. I love the way Thieves get a superpower that is they can throw themselves into almost any situation, counting on their Luck to bail them out almost no matter what :) The player of a Thief can at any time decide to spend one or more Luck points. For each point you spend, you get to roll a special die and add that to whatever roll you're currently trying to make. This special die becomes larger as you level up. I really hope I can add this mechanic to my next D&D campaign. The crucial point is to make Luck a renewable source (which it isn't for DCC characters other than Thieves and Halflings). It doesn't need to regenerate very quickly, it just needs to be more than "once you have spend a point of Luck it is gone forever" because then players will never use it for anything except as an alternative to death and defeat. If you can't gain back spent Luck in any dependable manner, then the points basically becomes "Extra Lives" in a video game. That's not what I want. I haven't yet decided if "you gain back 1 point of Luck per long rest" is reasonable (or too slow or too fast)... I'll probably fix the special die as a d6, considering the bounded accuracy of D&D. No need to give high level heroes larger bonuses (if anything you need them more at low level!) Well, anyway. [/QUOTE]
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