When you create a character roll a seventh stat, Luck, on 3d6. Even if you use alternate methods for the main six leave Luck at 3d6 because it will change quite a bit. Luck provides an adjustment according to the following table:
Luck stat | Adjustment |
---|---|
4-5 | -2 |
6-8 | -1 |
9-12 | 0 |
13-15 | +1 |
16-17 | +2 |
18 | +3 |
Before each session each player rolls on the luck effect table. This determines what his luck adjustments affects for that session. I recommend making little fold down cards or clips for your DM screen so you don't forget when luck goes wrong.
Percentile Roll | This session's luck effect |
---|---|
01-10 | Add luck adjustment to all rolls to hit you |
11-20 | Add luck adjustment to all damage done to you |
21-30 | Add luck adjustment to all damage rolls |
31-40 | Add luck adjustment to all to reaction rolls |
41-50 | Add luck adjustment to all to hit rolls |
51-60 | Add luck adjustment to saves against poison/death ray |
61-70 | Add luck adjustment to monster moral |
71-80 | Add luck adjustment to saves against magic wand, magic spell, or magic staff |
81-90 | Add luck adjustment to saves against turn to stone, paralysis, or dragon breath |
91-00 | Add luck adjustment to hireling moral |
If you roll doubles on the luck adjustment roll to see if your fortune has changed:
D10 Roll | Change in fortune |
---|---|
1 | Reversal of fortune: New luck is equal to 21 minus your old luck |
2 | Falling fortune: New luck is equal to the average of you old luck and 3 rounded down |
3-4 | Waning fortune: New luck is equal to the average of you old luck and 10 rounded down |
5-6 | No change in fortune |
7-8 | Waxing fortune: New luck is equal to the average of you old luck and 12 rounded up |
9 | Fortune's favor: New luck is equal to the average of you old luck and 1 rounded up |
10 | Reversal of fortune: New luck is equal to 21 minus your old luck |
Find an old Fighting Fantasy book and see how they handle LUCK as well. :)
ReplyDeleteI added a Luck stat in 2e, though I just set it equal to Charisma rather than roll it (it's "how much the gods like you.") I didn't use it as above, I just used it for whenever anyone asked a question that chance would answer. Disarmed in the forest, the PC asks "Is there a branch big enough to use as a club around?" Luck. The PCs are milling around in a room and a trap goes off in half the room. Who is in the affected area? Luck rolls.
ReplyDeleteI've been thinking about a Luck stat, but hadn't figured out a way I'd like to do it. Good notes!
ReplyDeleteInteresting idea. I was considering treating luck kind of like hit points so that Pcs could spend the points, gain them back, get damaged by unluckiness attacks, etc. This is a good approach that you're developing as well. I'd like to hear more about how it works in a game sometime.
ReplyDelete