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NARRATIVE ideas help for luck-based character?
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<blockquote data-quote="Celebrim" data-source="post: 6391094" data-attributes="member: 4937"><p>To begin with, if you want narrative justification, write a background as narrative. Tell a story about your character illustrating how his luck comes into play in his life. In general, such a character is an 'unconscious caster'. He doesn't realize that he's doing anything, things just work out for him. Mechanically, I'm not sure I would represent him like a caster, but I'm not familiar enough with the HERO system to know how it handles being lucky. Lucky isn't a specific power.</p><p></p><p>I have a rules light system I use called SIPS, and one characters 'super power' was 'Fairy Luck', which was described simply as, "Things just work out in the characters favor." Mechanically this meant that any time that the player could narrate how their luck was helpful in this situation, they could apply the super power dice to the proposition (it's a basic is X+Y > difficulty type system). As a GM, I tend to use this to mean that, any coincidental thing that happened in the narrative (and game narratives are full of them) tended to have the PC as its epicenter. </p><p></p><p>As for the sort of things that happen if you are lucky:</p><p></p><p>a) You can find any sort of small resource you happen to need either lying around or in your pocket provided that a reasonable justification can be provided. Note though that if your system has a 'scrounging' mechanic or skill, this is just an enhancement of that skill.</p><p>b) Any skill you attempt has an additional chance of success, and you can attempt pretty much anything untrained. You try to open a lock - only to find the lock was already open. You try to hack into a computer, and easily guess the root password or find the administrator left session open. You try to be stealthy, and the guard just doesn't look in your direction or is distracted by a phone call at the critical moment. You try to pilot an airplane, and just have beginner's luck. In general, this is just a nearly universally applicable boost to all your skills - not a spell like ability that you conjure. </p><p></p><p>In D20, I'd equate 'luck' to widely applicable luck bonuses and a daily number of generally applicable rerolls. Many systems have something like 'Destiny Points'. Being lucky could mean just having a lot of those. In 5e, a character who was lucky would be something like, "X times per day you gain advantage on any roll."</p><p></p><p>For something like 'Buffs Allies', this represents an additional power - the ability to confer luck onto others. It's just donating to someone else whatever you can mechanically do yourself.</p><p></p><p>All of this is to say that I think the reason you are having problems going from mechanics to narrative is that Luck is a 'do anything' sort of power. There are no real boundaries to it. Your 'narrative', the purple text, is focused on the mechanics you want to have as a character and trying to figure out how to force the GM to give you those particular mechanics. I think that defeats the purpose. Tell a good story about the character, and don't worry as much about the implementation.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6391094, member: 4937"] To begin with, if you want narrative justification, write a background as narrative. Tell a story about your character illustrating how his luck comes into play in his life. In general, such a character is an 'unconscious caster'. He doesn't realize that he's doing anything, things just work out for him. Mechanically, I'm not sure I would represent him like a caster, but I'm not familiar enough with the HERO system to know how it handles being lucky. Lucky isn't a specific power. I have a rules light system I use called SIPS, and one characters 'super power' was 'Fairy Luck', which was described simply as, "Things just work out in the characters favor." Mechanically this meant that any time that the player could narrate how their luck was helpful in this situation, they could apply the super power dice to the proposition (it's a basic is X+Y > difficulty type system). As a GM, I tend to use this to mean that, any coincidental thing that happened in the narrative (and game narratives are full of them) tended to have the PC as its epicenter. As for the sort of things that happen if you are lucky: a) You can find any sort of small resource you happen to need either lying around or in your pocket provided that a reasonable justification can be provided. Note though that if your system has a 'scrounging' mechanic or skill, this is just an enhancement of that skill. b) Any skill you attempt has an additional chance of success, and you can attempt pretty much anything untrained. You try to open a lock - only to find the lock was already open. You try to hack into a computer, and easily guess the root password or find the administrator left session open. You try to be stealthy, and the guard just doesn't look in your direction or is distracted by a phone call at the critical moment. You try to pilot an airplane, and just have beginner's luck. In general, this is just a nearly universally applicable boost to all your skills - not a spell like ability that you conjure. In D20, I'd equate 'luck' to widely applicable luck bonuses and a daily number of generally applicable rerolls. Many systems have something like 'Destiny Points'. Being lucky could mean just having a lot of those. In 5e, a character who was lucky would be something like, "X times per day you gain advantage on any roll." For something like 'Buffs Allies', this represents an additional power - the ability to confer luck onto others. It's just donating to someone else whatever you can mechanically do yourself. All of this is to say that I think the reason you are having problems going from mechanics to narrative is that Luck is a 'do anything' sort of power. There are no real boundaries to it. Your 'narrative', the purple text, is focused on the mechanics you want to have as a character and trying to figure out how to force the GM to give you those particular mechanics. I think that defeats the purpose. Tell a good story about the character, and don't worry as much about the implementation. [/QUOTE]
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