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Luck Attribute?
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<blockquote data-quote="Celebrim" data-source="post: 6808376" data-attributes="member: 4937"><p>In general, 'Luck' is an almost impossible trait to balance. It is either a 'god stat' or else useless and there is little in between.</p><p></p><p>The problem with 'Luck' is that unlike something like Strength, Intelligence, or Charisma it applies to every situation you find yourself in. There is no situation where 'Luck' arguably couldn't influence the outcome. </p><p></p><p>So how do you balance that? If Luck has a strong influence over your chance of success, then Luck is strictly better than every other attribute and should be everyone's 1st or 2nd stat. Arguably Chill 2e, otherwise a strong system, had this problem to a certain extent. Almost everything your character wanted to do usually depended on some stat + luck, so luck was a way to be at least moderately good at everything. But if luck has a weak influence over your chance of success, then any point in Luck is strictly worse than putting the same amount of points in other stats (if it takes 6 points of luck to influence the outcome as much as 1 point of something else, why not put all 6 points in the something else?). </p><p></p><p>What you might call 'Luck' is folded into my game in the Charisma stat. As implemented, Charisma gives you a pool of rerolls ('Destiny Points') that replenish very slowly (usually 1 per level gained). The influence is fairly weak, but it insures that Charisma is not a straight up dump stat for someone optimizing for a non-social role.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6808376, member: 4937"] In general, 'Luck' is an almost impossible trait to balance. It is either a 'god stat' or else useless and there is little in between. The problem with 'Luck' is that unlike something like Strength, Intelligence, or Charisma it applies to every situation you find yourself in. There is no situation where 'Luck' arguably couldn't influence the outcome. So how do you balance that? If Luck has a strong influence over your chance of success, then Luck is strictly better than every other attribute and should be everyone's 1st or 2nd stat. Arguably Chill 2e, otherwise a strong system, had this problem to a certain extent. Almost everything your character wanted to do usually depended on some stat + luck, so luck was a way to be at least moderately good at everything. But if luck has a weak influence over your chance of success, then any point in Luck is strictly worse than putting the same amount of points in other stats (if it takes 6 points of luck to influence the outcome as much as 1 point of something else, why not put all 6 points in the something else?). What you might call 'Luck' is folded into my game in the Charisma stat. As implemented, Charisma gives you a pool of rerolls ('Destiny Points') that replenish very slowly (usually 1 per level gained). The influence is fairly weak, but it insures that Charisma is not a straight up dump stat for someone optimizing for a non-social role. [/QUOTE]
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