paradox42 said:
I used to have Perception and Luck for my 2nd Edition campaign; in 3.X I haven't bothered to update them but of the pair I think Luck fits better with the modern ability score paradigms.
Mechanically, Luck could be used to boost just about any skill under certain circumstances- perhaps the PC would get a certain number of "Luck Substitutions" per day based on the Luck modifier. Also, high Luck should grant the character one or more rerolls per day, like the granted power of the existing Luck Domain. Low Luck would reverse these; negative modifiers would allow the DM a certain number of rerolls or skill modifications per day to use on the PC, and force the character to take the worse result each time.
Of course, the biggest problem with creating a new stat (particularly one like Luck) is in assigning scores to existing characters and monsters. That is a huge job- and worse, if a monster or NPC (in light of my suggested Luck mechanic above) has a negative modifier, who gets to force the reroll? The players? What if the NPC or monster is an ally of theirs? What if the alliance is temporary?
With Luck as an ability score, you could just make it either a modifier to all rolls, or have Luck checks to counter natural 1s or to improve the odds of natural 20s, maybe something like DC x, x probably equals 15-20, increases or decreases the actual value of your roll, so instead of rolling a 1 it is treated as rolling a higher (or lower) number, by 1 per every increment (maybe by every 3-5) above or below the DC. You'd have to make effects for beyond extraordinary successes or failures, above 20 or below 1, perhaps above 20 you either avoid all effects (for saves) or improve you odds of confirming or automatically confirming critical hits, and for below 1, perhaps the effects are doubled (for saves) or you risk hitting someone else, perhaps even yourself, for attack rolls. Luck could also increase the amount of negative hitpoints it takes to kill you, and possibly the number of limited uses per day effects.
For preexisting creatures, you could assign 10s to typical examples of most types (humanoids, animals, magical beasts, undead, constructs, etc), and higher scores to say, dragons, fey, outsiders, and such. With such a system, I could probably see humans and halflings gaining a positive racial modifier to their Luck scores.
Next campaign I run, I'm probably going to include something along these lines.