PDA

View Full Version : New Ability! Luck [variant]



magic8BALL
2007-01-20, 09:53 AM
Ok, so every since I started playing D&D, the DM has tried to express a characters luck somehow... here is my attempt. It is suposed to be used in really tough campaigns, or a campaign that holds the suggestions in the DMG ("10% chance encounter per hour") to heart.

7th Ability: Luck
Everyone creature starts with 10 points of Luck, +1 point per character level. Luck may be increased at levle 4, 8 and so on as any other ability may be.

Luck affects, amongst other things, who a PC runs into in town (good luck means friends, bad luck means foes), what a party runs into in a dungeon or in the wilderness (good luck means fewer and/or easier random encounters, bad luck means more and/or harder random encounters), and what is found in a tresure hoard (treat as a modifier to the d% rolls for random tresures, include each PC's Luck modifier.)

Each time a PC dose somthing completely random, their luck is taken into account.

A PC has +3 to luck, and makes a bet on a toss of a coin. As she tosses the coin, she calls heads. A Luck check of DC 10-(opponents luck modifier) is rolled, with a +3 bonus.

In addition to Luck checks, the following applies:
-If you have a bonus to luck, this is reflected as a bonus to one of the following per point above +0:
-If you have a penalty to luck, this is reflected as a penalty to one of the following per point below +0:

Attack Rolls
AC
any one Saving Throw
any two Skills

The player chooses wich of the above is affected each day. The same choice may be taken more than once, the effects stack.

Also, Luck may be vulentarily 'burnt' to avoid a misshap by allowing a re-roll of any d20 that affects you at the following costs:
- a critical confirmation made against you (2 pnts)
- an attack made against you (2 pnts)
- a natural 1 on an attack you make (1 pnt)
- a failed critical confimation roll (1 pnt)
- any failed save you roll (1 pnt)
- any failed check you roll (1 pnt)
(generally, if you re-roll somthing you fail, it cost 1 point, if you force someone else to re-roll somthing they sucsseed, it costs you 2 points)

You may only 'press you Luck' once on any situation, and your Luck score cannot be brought below 0 in this manner.

mikeejimbo
2007-01-20, 10:09 AM
Why not just use the granted power from the Luck domain?


You gain the power of good fortune, which is usable once per day. This extraordinary ability (http://www.d20srd.org/srd/specialAbilities.htm#extraordinaryAbilities) allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

And if you want a Luck attribute, I would make it usable a number of times per day equal to your Luck Mod.

And if you have a negative Luck Mod, your DM can use the ability against you that many times a day.

Matthew
2007-01-20, 10:09 AM
You might be interested in checking out the luck system introduced in the D20 Fighting Fantasy Conversions; it's very similar to what you appear to be suggesting.