Sure Fenris , and i certainly wasn't dissing the way you create and run your games, sounds to me like they are well crafted , with great attention to detail.
I also like your description of how a high luck everyman could operate in an adventuring environment, very entertaining, thank you.
Very nice of you to say, thank you! And I certainly didn't sense any feeling of a diss in any of your posts! If my replies made it sound that way, that's just my over-verbosity talking (not to mention my tendency to redundancy! ;D ). Unfortunately, I'm just as bad in real life; when I get yapping about something I love, I don't know when to shut up. Sorry.
(BTW, a truly high-luck character would be bending over to pick up a gold piece somebody dropped when the arrow trap triggered! I just thought that scratching an itch seemed like a funnier visual).
Sounds like renaming it to Skill is the way to go for you then: I've always called it Luck though-just a traditionalist I guess. Whether I play a high-Luck character as the Grey Mouser or Inspector Clousseau is up to me...
I call it Luck nowdays mostly because I, too, am a traditionalist (or maybe just old ). The weak spot in calling it "Skill" or "Prowess" (or any other variant) is that, strictly speaking, attributes are supposed to be inherent to a person (or being), but I'm using it essentially as a trained skill. Basically, I'm using T&T as a skill-based system with only 1 skill in it (actually two, if you account for magic).
This isn't wrong, per se, but it really isn't the definition of an attribute, at least not according to hundreds of other games, who make a distinction between "stats" and "skills."
The idea of it being "up to you" how to play it exactly matches the last part of my post... I'd never thought of allowing many different names to be used (as long as they have the same function), but looking at it now, it seems a fine idea. Of course, that turns Luck completely into a skill, as the Players are now defining their character in the same way they would in any skill-based RPG. The marriage of T&T to MSPE is now complete!
Interesting Aside, Order99: In my original post, I also used Inspector Clouseau as my "ideal" of a Luck-Based adventurer. I went back and modified it to the LOTR characters because it occured to me that they are probably the reason Ken went with Luck in the first place. But I found it interesting that we both thought of Clouseau that way.
Well, I don't see any disconnect between what you desire and what you're doing at all. In "that other game" you have Abilities(which in some Editions don't do anything but determine other sub-abilities), Class abilities(only this class may use them) Saving Throws, etc. etc. Luck/Skill/Prowess/Tomato does most of the above in T&T-modifies combat checks and SRs, which are pretty much the whole of the basic engine of T&T. The great thing about T&T is that you only have two types of Abilities-your Attributes (determined by Kin and XP) and your Cool Thing (deternined by type)...
Come to Think of it, you could always rename XP to "Rewards" and call Luck "Experience"! On a less whimsical note, Savvy(denoting overall wisdom, skill and life experience) might be the way to go if you want a different approach. Ah, semantics can be fun-
And of course, there are no differences between Attributes and Skills in the unmodified, no-option 5th ed. rules.
Yeah, Clousseau is cool-the main reason I picked him of course is his clueless yet somehow DEVASTATING fighting style (movie version) which just goes to show that Luck should indeed be included in Combat Adds!
Sig Under Construction...please reduce surfing speed.