luck testing

ladySeion

First Post
to screw my players' life a bit more than usual :] and inspired by several game books I used to play long before I came up w/ D&D, I decided to get them a luck testing method. this is done by throwing a d6: 2, 4 and 6 mean good luck, 1, 3 and 5 mean bad luck. if they get lucky, I allow them to do/see several things, if not I don't.

example: an inconspicuous drow is among the crowd, ready to murder the elven king during the spring festivities. my party is among the crowd. I tell them to test their luck: if lucky, they have a bad feeling about the whole thing and can make a spot check. if not, they are distraught by the festivities and don't even realize there's a drow in the crowd. (I don't usually ask for skill checks, so even if they fail, they know there's something going wrong. for this, sometimes luck means nothing at all. I sometimes ask for luck checks just for them to find a silver coin on the ground or so)

also, in some occasions, how lucky or unlycky they are depends on how high the number is.

example: for some reason, one of my player decides to roam around the town for a couple of hours. when he's going through an alley I ask for a luck test. if he draws a 6, he sees a coin on the ground and the attack from a random enemy hidden in the alley fails. if he draws a 4, someone screams and he's able to get out of ir with 1/3 normal damage. if he draws a 2, he can use a reflex save to halven the damage. if he draws 5, he can use the reflex save as well. if he gets 3, he uses a listen check to hear the opponen approaching and receives only 2/3 of the the normal damage. if he gets 1 he receives full damage.

luck testing came to be useful for gambling as well. one of my players is a common gambler, usually dice or cards. instead of gambling against him, I use luck to check for how much did he win with the same method as before (6= compelte win, 1= complete failure, and so on)

I have also used luck testing to make my players enter sidequests, earn/lose gold and receiving non-fighting XP. a good example happened with a newbie player once. e got luck in an inn, the barmaid came onto him and I gave him XP for it (not much, just 70-something).

I don't usually ask for skill checks, I let the players do them. if I ask for luck and the player is unlucky, I won't let him make any skill checks until the unlucky event happens, or he would probably find what was wrong. taking up the first example, I say something like 'You are distracted by the festivities and the guard is heavy around the place. It wouldn't even cross your mind to be worried.'

it's a nice way to spicen the game, imho :)
 

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Why not just use the spot check, but have alternate things for the PC's to notice even when they fail the DC against the Drow?

This way the players still get to use thier skills they earned/chose and you can still spring a surprise on them. fx...

< 5 you notice your shoe is untied.... and takes you a moment or two to realize that the shoelace isn't even invented yet
> 5 you notice there are a bunch of people here from other lands
> 10 You notice a bunch of servants bustling about a large crate that looks like it contains doves.
> 15 You notice a young thief stealing from an apple cart. Off to the side is a Monk wearing a heavy cowl, odd in this heat.
> 20 You notice a Rogue watching the young apple thief, and a small monkey watching the pair quizzically.
> 25 You realize that the cowled monk from the Order of Humptyfratz, an order who normally desipses crowded places like this. You see the guards at the palace entrance shift thier glances at each other for a moment, then stiffen into the position of attention.
> 30 You notice the cowled monk is not wearing his prayer beads as his order is sworn to do
> 35 You notice the cowled monk is adjusting his hand-crossbow after carefully poisening the bolt

By throwing in the red herring of the apple thief, as well as other details about the scene, you can use the spot check to bring the players deeper into the scene.

I think your 'luck' roll is too much of a shortcut to this. Having the Luck roll affect how much damage they take in an ambush is, IMHO, going too far.

But, YMMV. :)
Oh.. and welcome to the boards!
 

thank you very much for your welcome! it's always great to have a place where you can discuss D&D.

about your suggestion: I came up with the luck testing exactly because when I gave them the red herring they already knew something was up. and usually found out about it in time to get away from danger / not allowing some events to happen. it's a matter of probability I think. they already know my red herrings too well, we've been playing for quite a while. ;)
 

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