Baron Opal II
Legend
Missing once in a while is a part of the game. Missing often because your dice are cold is frustrating.
I have a player in my game who is getting seriously down on their character because some days they can't roll better than a 4. They're supposed to be an awesome crossbower, and occasional sniper, but the bonuses don't matter with cold dice. They should hit about half the time, not about 1 in 6 last session.
Pondering this whilst I was taking my evening constitutional in the nearby woods, I though of this: PCs have a Luck or Wyrd score. This is equal to their Charisma or Wisdom, whichever is higher*. Once chosen you can't change it. The character either depends on luck bending the world to their will or perceives their place in the Implicate Order. Whenever a player wants they may stand up, state "I am the protagonist, dammit!" and declare that a roll was a success. Huzzah! When this is done, they roll 1d6 and subtract that from the score.
When the score reaches zero they're, well, out of luck. It comes back at 1 point per game day or refresh completely after a period of downtime >= a week, or the beginning of a session. If a battle is paused over a break, that would be an advantage to the players. If the score goes "negative" consequences accrue. The score resets to zero and I as the DM can change one miss to a success. I can't save it, it would need to be in the same combat or scene. I'm expecting about 2-3 successes versus 1 success for me per player.
It's a "push your luck" mechanic with no consequences for the first use, which I like. If their Wyrd gets down to 1, they've got one more good roll in their pocket but it will sting. This gives them a choice. Someone might get really lucky, and it will likely be a bard or a cleric, which fits thematically for me.
I certain circumstances I might restrict the use of it. There might be a particularly difficult fight or skill challenge. Needing an 18+ on the die is the challenge itself, and the players need to think of mitigating circumstances, information, research, &c. If so, I will mention this ahead of time and it will be rare. Given the refresh mechanic it won't apply to rolls during downtime.
What do you think?
I have a player in my game who is getting seriously down on their character because some days they can't roll better than a 4. They're supposed to be an awesome crossbower, and occasional sniper, but the bonuses don't matter with cold dice. They should hit about half the time, not about 1 in 6 last session.
Pondering this whilst I was taking my evening constitutional in the nearby woods, I though of this: PCs have a Luck or Wyrd score. This is equal to their Charisma or Wisdom, whichever is higher*. Once chosen you can't change it. The character either depends on luck bending the world to their will or perceives their place in the Implicate Order. Whenever a player wants they may stand up, state "I am the protagonist, dammit!" and declare that a roll was a success. Huzzah! When this is done, they roll 1d6 and subtract that from the score.
When the score reaches zero they're, well, out of luck. It comes back at 1 point per game day or refresh completely after a period of downtime >= a week, or the beginning of a session. If a battle is paused over a break, that would be an advantage to the players. If the score goes "negative" consequences accrue. The score resets to zero and I as the DM can change one miss to a success. I can't save it, it would need to be in the same combat or scene. I'm expecting about 2-3 successes versus 1 success for me per player.
It's a "push your luck" mechanic with no consequences for the first use, which I like. If their Wyrd gets down to 1, they've got one more good roll in their pocket but it will sting. This gives them a choice. Someone might get really lucky, and it will likely be a bard or a cleric, which fits thematically for me.
I certain circumstances I might restrict the use of it. There might be a particularly difficult fight or skill challenge. Needing an 18+ on the die is the challenge itself, and the players need to think of mitigating circumstances, information, research, &c. If so, I will mention this ahead of time and it will be rare. Given the refresh mechanic it won't apply to rolls during downtime.
What do you think?
I'm thinking about mechanics to unfreeze the narrative in D&D. Ie, some creature's turn comes. The creature tries to do something, but rolls poorly or the enemies roll well. Nothing happens. The next creature goes.
That is a frozen narrative - the turn could have been skipped. Sometimes some resources get spent (so bookkeeping) but the state of the battle doesn't really move.
This happens when a pure save-or-suck spell is cast and the target passes the saving throw (or uses legendary resists with no expectation they'll run out), every attack is missed, or similar.






