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Thread: Luck
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2008-09-20, 11:04 PM (ISO 8601)
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Luck
I have heard in a couple of different places on this forum (which escape me right now) that, under some sort of circumstances, a DM would give their player a "luck roll" to try to pull off something. This thought intrigued me, but I would have no idea how it would function. At all.
Any thoughts?But... but... You can't Wake Up Dead
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2008-09-21, 12:05 AM (ISO 8601)
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Re: Luck
My guess be that 't it dice rolled t' determine things that in nay way involve th' character`s skill. Like th' spinnin' o' a roulette wheel.
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2008-09-21, 12:09 AM (ISO 8601)
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Re: Luck
to my understanding... a "luck roll" is just a reroll to a bad roll... or a bonus to your roll for "added luck", That's my two cents.
----
on a different idea of it... It could be that you failed your check...but role-played so well that the DM might check to see if your luck will tip the balance.Last edited by EndlessWrath; 2008-09-21 at 12:09 AM.
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2008-09-21, 12:18 AM (ISO 8601)
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Re: Luck
If it was in reference to, say, Call of Cthulhu, your Luck is POWx5%, and it's rolled to determine if you get lucky. It's seen in some other BRP games (which include RuneQuest, Elric!, and Stormbringer), too, and most of them use a similar roll even if they don't have the stat. If you have to be really lucky, a smaller multiple may be used.
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2008-09-21, 12:26 AM (ISO 8601)
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- Sep 2007
Re: Luck
In Complete Scoundrel from 3.5 (at least I think it's from there), there were a series of [Luck] subtype feats that gave you a number of re-rolls for specific things such as skill checks, armor saves, etc. There was even a class that was based purely off of attaining as many of these luck re-rolls as possible.
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2008-09-21, 12:36 AM (ISO 8601)
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- Aug 2008
Re: Luck
In a Mexican game called Factory there were luck rolls. You and the DM rolled a D100. Whoever is higher wins the luck roll.
It was funny, we asked for them about every 3 minutes.
http://www.jevrad.org/factory/index.php?nav=tablas
As a side note, playing a game that only one person speaks/reads the language makes that game even funnier.Last edited by BobVosh; 2008-09-21 at 12:36 AM.
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2008-09-21, 01:37 AM (ISO 8601)
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Re: Luck
Where I live we have some pretty interesting indie-RPGs. That's where I first got to meet the "luck die" as an official rule.
Though it was called the "s**t-hits-the-fan-die". I'm sure someone's done it before but I think the name is very apropriate. And hilarious
Other than that, we usually use somekind of luck roll in every game, system be damned. Sometimes it's "roll your karma" sometimes it's "roll your luck" sometimes it's "roll a die, any die". Brings a bit of randomness to the storytelling, which I as a DM favour very much.
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2008-09-21, 03:37 AM (ISO 8601)
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Re: Luck
Luck dice are in a couple of my IRL campaigns. It's a d20, don't get 13. It's so the DM can see not only whether the boop hits the fan, but who gets the worst of it. They're the one type of dice that doesn't screw me over.
[/sarcasm]
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2008-09-21, 10:51 AM (ISO 8601)
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Re: Luck
Huh. Actually, I can see that as being a neat mechanic. Roll a spare d20 with every action. If you get a 13, something goes wrong, even if you succeed. If you get a 7 (or 8), something goes right, even if you fail. Everything else is zero effect... you're neither lucky nor unlucky.
For example, I might roll a critical with my axe attack, but the luck turns up 13... my axe gets stuck in the leg of my enemy; I either have to spend a turn freeing the axe, or go to a different weapon. If I'd rolled a 7 on the luck, I might have stunned my opponent, causing him to lose a turn, in addition to other effects.
On the other hand, I fail my roll to pick-pocket, but I get a 7 on the luck... the attempt was noticed, but they blame the wrong person. If my luck had come up 13, my hand might have gotten caught in his pocket, or maybe I tripped when I bumped him, so I start out prone.The Cranky Gamer
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2008-09-21, 12:19 PM (ISO 8601)
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- May 2007
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Re: Luck
If it was in reference to, say, Call of Cthulhu, your Luck is POWx5%, and it's rolled to determine if you get lucky.Time travels in divers paces with divers persons.
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2008-09-21, 12:23 PM (ISO 8601)
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- Jan 2007
Re: Luck
Yes, the fortunes friend.
It shows a picutre of someone tripping as a crate falls to where he was just standing.
That sums up the feats nicely.
EDIT: Dare I ask what BoEF stands for?
Riight.. that book.... I tend to suppress the fact it exists from my memory...
And how's getting lucky humorus?
Nevermind >.>Last edited by Inhuman Bot; 2008-09-21 at 07:06 PM.
trill in da playground
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2008-09-21, 12:26 PM (ISO 8601)
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- Aug 2007
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Re: Luck
Isn't using dice in general fairly representative of "luck?" I mean, regardless of what bonuses you add, you're still using a fairly random method to determine success or failure, and, in d20 games at least, 20 is auto-success, and a 1 is often an auto-failure.
I just don't see any reason to add yet another random element to tabletop RP'ing, real-life luck with the dice plays enough of a factor already.
Edit: BoEF = Book of Erotic Fantasy. He was making a funnyLast edited by Grynning; 2008-09-21 at 12:26 PM.
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2008-09-21, 12:26 PM (ISO 8601)
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Re: Luck
That would be the Book of Erotic Fantasy. There's a big thread about it. It's, um, not for family-friendly games.
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2008-09-21, 12:27 PM (ISO 8601)
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Re: Luck
Last edited by drengnikrafe; 2008-09-21 at 12:29 PM.
But... but... You can't Wake Up Dead
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The Demented One's fix of White Raven Tactics and Iron Heart Surge.
A well played paladin is a valuable asset to a party, and a beautiful roleplaying opportunity.
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2008-09-21, 01:00 PM (ISO 8601)
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Re: Luck
Wu Jen and Fatespinner have luck issues (meaning luck based mechanics). Wu Jen have that Spirit Guardian thing. And Fatespinner gets luck stuff.
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2008-09-21, 04:29 PM (ISO 8601)
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- Jul 2006
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Re: Luck
I've heard some people use a HappyFace-SadFace coin/die to determine whether trying to apply whether something ambiguous works for you or against you. That way, no one calls DM favoritism.
Lightning Bolt a pool of Water->
Good luck: Zap everything in the pool
Neutral luck: Targets regularly
Bad luck: Dissipates uselessly or somehow harms you.
The NPC that you just bluffed out of all his gold in poker is actually the guy that you need to get help from->
Good luck: He trusts your wits and admires your determination
Neutral luck: Business is Business, Pleasure is pleasure
Bad luck: He is upset that you got his gold and is determined to take it out on you in a passive-aggressive manner.
A PC tries to make a jump check to jump on to a hook shaped object and is right on the line as to whether he makes it or not->
Good luck:you fall a little bit short but you grab the hook and with a low DC Climb check you can pull yourself up. Alternatively, you can still go with the Neutral luck if you'd rather not.
Neutral luck: You pass by the hook, causing it to swing but not much else
Bad luck: You already know what I'm going to say here. It's not pretty.Homebrew Magic Items you might enjoy:
Coins Tokens of Fortune
Extra Spicy Peppers
Also, its time to think about Yeth Hounds in a whole new way
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2008-09-21, 04:53 PM (ISO 8601)
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Re: Luck
CoC also has an 'idea' roll for those moments when the DM is reduced to telling those idiots on the far side of the screen the clue they were supposed t find (the 'they all failed thier spot checks' roll, in other words')
edit: I would say it's a sign of my clean mindedness that i had posted thing and only just got the joke.
But I'm far too dirty minded to claim that. I'm just being slow tonight............Last edited by Storm Bringer; 2008-09-21 at 05:06 PM.
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2008-09-21, 06:03 PM (ISO 8601)
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2008-09-21, 06:30 PM (ISO 8601)
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- Jan 2008
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- Within my own Insanity
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Re: Luck
But... but... You can't Wake Up Dead
Amazing waffle avatar crafted by the talented hands of MoriHikari.
The Demented One's fix of White Raven Tactics and Iron Heart Surge.
A well played paladin is a valuable asset to a party, and a beautiful roleplaying opportunity.
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2008-09-21, 06:35 PM (ISO 8601)
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- Nov 2007
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- Texas...for now
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Re: Luck
No, though that would be interesting. It's more for when the DM isn't sure what in the 9 hells would happen after whatever the party did. If no one gets 13, you all escape consequences, but if someone gets 13, then the guard/demons/kraken/now impotent deity manages to track them down. Roll initiative.
[/sarcasm]
FAQ is not RAW!Avatar by the incredible CrimsonAngel.
Saph:It's surprising how many problems can be solved by one druid spell combined with enough aggression.
I play primarily 3.5 D&D. Most of my advice will be based off of this. If my advice doesn't apply, specify a version in your post.
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2008-09-21, 06:56 PM (ISO 8601)
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- Apr 2008
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Re: Luck
Luck Rolls are the last resort of my CoC players. When I'm feeling nice, I let them make luck rolls. They serve a lot of purposes, and while success can save them from pain, misfortune, or even death... a failure can be the worst thing ever.
A few examples...
-Should a Dodge roll fail, a Luck roll can help them avoid tripping, or help them stumble out of the way of the attack if they do well enough.
-Should a player get shot (almost always fatal), a Luck roll reduces the injury to a Flesh Wound, and reduces the damage done by half.
Its sad when they forget Luck rolls. Even sadder when they forget DODGE rolls. >__<
EDIT: Oh, one guy tried a Luck roll to avoid a particularly brutal death. He failed. See my Epic PC Death's thread for further details...Last edited by Lycan 01; 2008-09-21 at 06:57 PM.
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2008-09-21, 07:20 PM (ISO 8601)
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- Dec 2007
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Re: Luck
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2008-09-21, 07:55 PM (ISO 8601)
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- Apr 2008
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Re: Luck
Hm... I like this mechanic.
From now one in my CoC games, a 13 on a Luck roll is equivalent to a 100 and/or massive failure. Likewise, a 7 is the best possible thing - better than a 1, in fact.
If two people in a group roll a 7 and a 13, have opposite things happen to them. The guy with a 7 might find a 10 dollar bill on the ground or something, while the guy with the 13 might suddenly get an upset stomach. And if they're in battle or something, the guy with a 7 spots the enemies weakness, and his next hit is a critical or something, while the guy with the 13 is now the enemy's main target and maybe trips or something so he loses his next turn.Anemoia: Nostalgia for a time you've never known.