wingsandsword
Legend
A GM I used to play under back in 2nd Edition had this complicated Luck mechanic:
All PCs have a Luck ability score, it is rolled by the DM on 3d6 at character creation (+1 racial adjustment for Halflings and Kender, -1 for Dwarves), and the PC doesn't know what it is. It naturally goes up by one point at each level, to a racial limit of 18 (19 for Halflings and Kender, 17 for Dwarves).
At any time, a PC could declare that they are using their luck, and then they had to decide how much luck they were going to try and use, as expressed by a die: 1d4, 1d6, 1d8, 1d10, 1d12, 1d20, 1d30, 1d100. Each increment you tried to call it on lowered your luck by 1 permanently (1 for 1d4 ect) If they rolled under their luck score on that die (remember you don't know what your score is, other than knowing your racial limit, how many levels you've gone up, and how much you've spent in the past), then you got increasingly good things happen to you by DM fiat. Rolling under your luck on 1d8 would get you an automatic hit or saving throw, rolling under your luck on 1d100 would get something on the scale of direct divine intervention, stumbling into a random portal out of certain doom, or having a falling meteor instantly kill your enemy.
It wasn't very popular, since you didn't know the ability score so PC's often didn't think to invoke it, and if you failed a luck check then the DM got to screw you over on an equally big scale as utterly bad luck befalls you (automatic fail of a saving throw or attack roll, to being killed by a sphere of annihilation randomly bursting from the ground beneath your feet and consuming you).
I saw a lot of neato house rules back in my 2e days, most of which became core in 3e (or something similar), but this wasn't one of them.
Personally, Action Points in D&D or d20 Modern, and Force Points in Star Wars will do, but I'm starting to take a liking to the Hero Points from Arcana Evolved
All PCs have a Luck ability score, it is rolled by the DM on 3d6 at character creation (+1 racial adjustment for Halflings and Kender, -1 for Dwarves), and the PC doesn't know what it is. It naturally goes up by one point at each level, to a racial limit of 18 (19 for Halflings and Kender, 17 for Dwarves).
At any time, a PC could declare that they are using their luck, and then they had to decide how much luck they were going to try and use, as expressed by a die: 1d4, 1d6, 1d8, 1d10, 1d12, 1d20, 1d30, 1d100. Each increment you tried to call it on lowered your luck by 1 permanently (1 for 1d4 ect) If they rolled under their luck score on that die (remember you don't know what your score is, other than knowing your racial limit, how many levels you've gone up, and how much you've spent in the past), then you got increasingly good things happen to you by DM fiat. Rolling under your luck on 1d8 would get you an automatic hit or saving throw, rolling under your luck on 1d100 would get something on the scale of direct divine intervention, stumbling into a random portal out of certain doom, or having a falling meteor instantly kill your enemy.
It wasn't very popular, since you didn't know the ability score so PC's often didn't think to invoke it, and if you failed a luck check then the DM got to screw you over on an equally big scale as utterly bad luck befalls you (automatic fail of a saving throw or attack roll, to being killed by a sphere of annihilation randomly bursting from the ground beneath your feet and consuming you).
I saw a lot of neato house rules back in my 2e days, most of which became core in 3e (or something similar), but this wasn't one of them.
Personally, Action Points in D&D or d20 Modern, and Force Points in Star Wars will do, but I'm starting to take a liking to the Hero Points from Arcana Evolved


