Theodoxus
2024-04-18, 09:22 PM
I'm sure I'm late to the party when it comes to Fallout, the video game. I knew a bit (and played the original Wasteland as a kid, a LOT), but didn't really know about the stats system used until I started watching the series. I've always been a fan of anagrams and acronyms, and I was in shock when I learned what S.P.E.C.I.A.L. meant.
Now, since each attribute maps to a D&D attribute, either directly (Strength, Intelligence), or comparatively (Dexterity -> Agility, Wisdom -> Perception), it makes sense that they could be used for D&D... well, except for that elusive Luck stat.
So, I'm here to see if what I'm planning to do with it, would work, with folks around here being all brainy and whatnot.
*Note, I'm not using the Fallout version of base 5 with 5 points to spend, this is the standard 4d6dL of 5th Ed D&D)
If we map the 6 attribute modifiers for D&D to SPECIAL, you get:
Strength (Strength)
Perception (Wisdom)
Endurance (Constitution)
Charisma (Charisma)
Intelligence (Intelligence)
Agility (Dexterity)
What I'm thinking of doing is adding the attribute modifiers together, to generate a whole number that equals your Luck pool.
So, if your attributes and mods were:
S: 16 (+3)
P: 10 (+0)
E: 14 (+2)
C: 8 (-1)
I: 15 (+2)
A: 14 (+2)
Your Luck pool would be 3+0+2-1+2+2=8
So, what does a Luck pool do? It allows you to add up to your current pool amount, to any d20 roll you make. So, with 8 points, you might add 2 to an attack roll, reducing your pool to 6. You might then add 4 to a saving throw, leaving 2. Then add those two to a skill check later on.
Luck would then restore the full pool on a short rest.
I could see a couple additional options. Perhaps spend 5 Luck to make a roll with advantage (or burn 5 Luck to force an enemy to roll with disadvantage) akin to a Paladin Lay on Hands granting different forms of healing for 5 points. In this regard, I'd turn the Lucky feat into a bonus pool of 15 Luck points, which still allows for their use to create advantage, but also to tip a miss into a hit, or a failed save into a made one.
The only lingering question I have is how to determine when you can use the pool. I'm thinking after the roll is made and the result is known, so you can 'push Luck' into a success (or force a reroll for disadvantage just before an attack hits). This is obviously a bit more powerful than 'after the roll, but before the result', but that doesn't feel like luck, but a gamble. Closely related, but not the same. Also, even with a short rest recharge, the pool won't be so large that Luck can be used willy-nilly.
Thoughts?
Now, since each attribute maps to a D&D attribute, either directly (Strength, Intelligence), or comparatively (Dexterity -> Agility, Wisdom -> Perception), it makes sense that they could be used for D&D... well, except for that elusive Luck stat.
So, I'm here to see if what I'm planning to do with it, would work, with folks around here being all brainy and whatnot.
*Note, I'm not using the Fallout version of base 5 with 5 points to spend, this is the standard 4d6dL of 5th Ed D&D)
If we map the 6 attribute modifiers for D&D to SPECIAL, you get:
Strength (Strength)
Perception (Wisdom)
Endurance (Constitution)
Charisma (Charisma)
Intelligence (Intelligence)
Agility (Dexterity)
What I'm thinking of doing is adding the attribute modifiers together, to generate a whole number that equals your Luck pool.
So, if your attributes and mods were:
S: 16 (+3)
P: 10 (+0)
E: 14 (+2)
C: 8 (-1)
I: 15 (+2)
A: 14 (+2)
Your Luck pool would be 3+0+2-1+2+2=8
So, what does a Luck pool do? It allows you to add up to your current pool amount, to any d20 roll you make. So, with 8 points, you might add 2 to an attack roll, reducing your pool to 6. You might then add 4 to a saving throw, leaving 2. Then add those two to a skill check later on.
Luck would then restore the full pool on a short rest.
I could see a couple additional options. Perhaps spend 5 Luck to make a roll with advantage (or burn 5 Luck to force an enemy to roll with disadvantage) akin to a Paladin Lay on Hands granting different forms of healing for 5 points. In this regard, I'd turn the Lucky feat into a bonus pool of 15 Luck points, which still allows for their use to create advantage, but also to tip a miss into a hit, or a failed save into a made one.
The only lingering question I have is how to determine when you can use the pool. I'm thinking after the roll is made and the result is known, so you can 'push Luck' into a success (or force a reroll for disadvantage just before an attack hits). This is obviously a bit more powerful than 'after the roll, but before the result', but that doesn't feel like luck, but a gamble. Closely related, but not the same. Also, even with a short rest recharge, the pool won't be so large that Luck can be used willy-nilly.
Thoughts?