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Post by cartomancer on Jan 12, 2010 15:06:15 GMT -5
I think i just made up my first house rule.
All the work i've been doing looking at SR's tonigt made me realise something. No matter how you look at it, all SR's are luck so why not allow for a little more luck into the game? My rule is that once a session a player can switch any SR for one of twice the level in LK.
This represents just leaving it to blind chance. What do you reckon?
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burke
4th Level Troll
Posts: 393
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Post by burke on Jan 12, 2010 15:19:36 GMT -5
I agree. I usually allow LK to stand in for any attribute in SR's (without any penalty).
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Post by zanshin on Jan 12, 2010 19:02:21 GMT -5
Seems fair enough. I tend to use Luck as the fall back catch all. Delvers will always push for a stunt save to be on their best attribute anyway , make them work for it
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Hogscape
11th level Troll
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Jan 13, 2010 0:15:51 GMT -5
I think i just made up my first house rule. All the work i've been doing looking at SR's tonigt made me realise something. No matter how you look at it, all SR's are luck so why not allow for a little more luck into the game? My rule is that once a session a player can switch any SR for one of twice the level in LK. This represents just leaving it to blind chance. What do you reckon? I like it Carto... All of my players have human characters so it would work a treat. Kindred with high initial luck could be seen to take advantage of the rule though.
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Post by cartomancer on Jan 13, 2010 10:46:48 GMT -5
I think i just made up my first house rule. All the work i've been doing looking at SR's tonigt made me realise something. No matter how you look at it, all SR's are luck so why not allow for a little more luck into the game? My rule is that once a session a player can switch any SR for one of twice the level in LK. This represents just leaving it to blind chance. What do you reckon? I like it Carto... All of my players have human characters so it would work a treat. Kindred with high initial luck could be seen to take advantage of the rule though. Thank you Hogscape. I did consider your concern as i had a similar one myself (Why pump any other stat when you can just use luck) so i decided oncde a session was fair. Or maybe once per level per session??
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Hogscape
11th level Troll
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Jan 13, 2010 23:42:24 GMT -5
Apologies Cartomancer, I somehow missed the once per session provision! That would be excellent.
Maybe they can do it more times but might have to burn a point of luck for the privelidge... Ouch.
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Post by cartomancer on Jan 14, 2010 9:40:37 GMT -5
Apologies Cartomancer, I somehow missed the once per session provision! That would be excellent. Maybe they can do it more times but might have to burn a point of luck for the privelidge... Ouch. No problem, you had a valid point and, it was a thought of mine when brewing the rule. I do like the idea of a point burn too. The more you rely on luck alone, the riskier it gets, this makes a lot of sense.
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sligo
4th Level Troll
Read my blog: http://indysligo.weebly.com/
Posts: 495
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Post by sligo on Jan 14, 2010 10:44:44 GMT -5
In another game, players can "spend" the attribute that corresponds to Luck, called "karma" to improve a skill or combat roll. This kind of does the same thing. Once per game session is kind of limiting, however. As an alternative, players can use this the number of times equal to their character level.
Also, you can use this as an opportunity to enhance the roleplaying aspect. The player says, "I want to use my luck on this SR, instead of (whatever)." As GM, you say, "Okay, describe to me how you pull off said feat?" As an example, a player shooting a bow, but doesn't think they can make the SR to hit a distant target, says, "Okay, instead of DEX, I want to make the roll on Luck. I close my eyes, point the bow into the air, and let it fly!" This makes it truly a roll on Luck rather than a roll on DEX, and as GM, you can have fun with it - even if they fail the roll.
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Post by Aramis of Erak on Jan 14, 2010 11:09:55 GMT -5
Another good use for luck:treat it as an expendable (like ST/POW), but instead of powering magic, it adds to other stats on a 1:1 basis. IE, I missed by 4, so I spend 4 of my LK to make it. Then that LK recovers 1 point per turn. Or over session breaks. Or when the character sleeps. (Pick one of those, maybe 2...)
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sligo
4th Level Troll
Read my blog: http://indysligo.weebly.com/
Posts: 495
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Post by sligo on Jan 14, 2010 13:53:38 GMT -5
Another good use for luck:treat it as an expendable (like ST/POW), but instead of powering magic, it adds to other stats on a 1:1 basis. IE, I missed by 4, so I spend 4 of my LK to make it. Then that LK recovers 1 point per turn. Or over session breaks. Or when the character sleeps. (Pick one of those, maybe 2...) This would give new meaning to the phrase, "When your luck runs out..."
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Post by feldrik on Jan 14, 2010 14:23:30 GMT -5
Expending Luck to boost a save is a fun use of a stat. Some players like a bit of meta-game mechanics to give them control over a situation. It will have 2 effects I see right away. 1)Combat adds will be drained a bit 2)Other stats will be neglected as Luck is replenished each level (which starts to happen faster as characters advance). Neither of these things is good or bad, they will change the power curve and character advancement a bit.
I usually just tell the player to make a save on a particular stat and it is up to the player to talk me into something else, the better the sales pitch the more inclined I am to change my mind. Then I give bonus a.p. If it is a surprise situation I stick with Luck.
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