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General Tabletop Discussion
*TTRPGs General
Thoughts on LUCK as an attribute?
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<blockquote data-quote="Celebrim" data-source="post: 6264035" data-attributes="member: 4937"><p>Yes, and its fine particularly if you are doing genera emulation where in the narrative some characters are simply luckier than others. </p><p></p><p>Chill 2e had Luck as one of its attribute scores. I think the big danger you have to avoid is making Luck a God Stat that applies to everything. From an optimization standpoint, maximizing your Luck at character creation was the way to go. Luck was the secondary bonus to just about everything.</p><p></p><p>In my current Homebrew, luck is related to Charisma and reflects that high charisma individuals have more favor from the Gods and spirits that truly run the universe. It shows up in the form of Destiny Points which are basically rerolls (with a few other less often used uses), where the initial size of your Destiny Point pool is 1 + Charisma bonus, so I'm using basically the 'resource pool' notion of 'luck' though in my universe there is no 'luck'. What you perceive as luck is literally the universe liking you. Pretty people 'have all the luck'. </p><p></p><p>I'm thinking about adding a new class (Paragon) that at least in part would be based around this concept. The purpose would be for genera emulation of the 'badass normal' or 'non-special sidekick' whose powers often seem to be at least in part luck based. </p><p></p><p></p><p></p><p>Batman, for example. I could wander the streets on foot at night for years and not encounter a mugging in progress or a convenience story robbery. And since no sane mugger is going to try to mug The Batman, how does he manage always to be at the wrong place at the right time if he's just an extraordinary normal with no superpowers?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6264035, member: 4937"] Yes, and its fine particularly if you are doing genera emulation where in the narrative some characters are simply luckier than others. Chill 2e had Luck as one of its attribute scores. I think the big danger you have to avoid is making Luck a God Stat that applies to everything. From an optimization standpoint, maximizing your Luck at character creation was the way to go. Luck was the secondary bonus to just about everything. In my current Homebrew, luck is related to Charisma and reflects that high charisma individuals have more favor from the Gods and spirits that truly run the universe. It shows up in the form of Destiny Points which are basically rerolls (with a few other less often used uses), where the initial size of your Destiny Point pool is 1 + Charisma bonus, so I'm using basically the 'resource pool' notion of 'luck' though in my universe there is no 'luck'. What you perceive as luck is literally the universe liking you. Pretty people 'have all the luck'. I'm thinking about adding a new class (Paragon) that at least in part would be based around this concept. The purpose would be for genera emulation of the 'badass normal' or 'non-special sidekick' whose powers often seem to be at least in part luck based. Batman, for example. I could wander the streets on foot at night for years and not encounter a mugging in progress or a convenience story robbery. And since no sane mugger is going to try to mug The Batman, how does he manage always to be at the wrong place at the right time if he's just an extraordinary normal with no superpowers? [/QUOTE]
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