View Full Version : House rules: Luck
JmOz
Jun 27th, '04, 02:42 PM
My gaming group has been playing a wonderful game called Savage Worlds. One wonderful thing about it is the idea of "Bennies" essentialy important characters get 3-6 tokens that they can trade in for taking damage or rerolls.
I have been thinking of adding this to champions, this is what I came up with:
Characters who want must buy dice of luck
Overall the option for counting bodies/get X number of rerolls will be used (This will be marked with tokens)
Furthermore: a reroll can be used to get a free recovery instead
Dust Raven
Jun 27th, '04, 07:10 PM
The cost structure of Luck seems about right, but it might be worth it to create a new Talent, as this doesn't actually do what Luck does.
Might want to detail how often they can be used. I was tinkering with something along the same lines, and each "level" could be used to reroll any one thing (and keep the higher of the two). Each level could be used once per adventure).
ghost-angel
Jun 27th, '04, 09:46 PM
I wouldn't use Luck as it stands either, since that leave out the option of using Luck as it stands in the rules...
Perhaps Luck with a Limitation:
Luck - Bennie Token (-1/2) for 3 pts instead.
Or even at the -1/4 so Bennies cost 4pts each.
This way you can have both Bennies and standard luck side by side without conflict.
Snarf
Jun 28th, '04, 02:46 AM
Comparing it with some of the other optional forms of luck, it makes sense to me. I'll try it out in the game I'm GMing at some point.
I'd be concerned in some no-NCM games that players who have tons of recovery might be getting too much benefit from it though. I don't know if this would actually be a problem, but if it is, it might be necessary for it to give different benefits in heroic and superheroic games. It could be similar to how CSLs add to damage differently in heroic and superheroic games. In heroic games they could have a recovery, but in superheroic games they could recover some flat amount. Maybe 6 STUN and END per luck point spent or something like that.
Nyrath
Jun 28th, '04, 07:58 AM
My gaming group has been playing a wonderful game called Savage Worlds. One wonderful thing about it is the idea of "Bennies" essentialy important characters get 3-6 tokens that they can trade in for taking damage or rerolls.
That also appeared in the James Bond RPG by Victory Games, under the label of "hero points", and I'm sure it was in other games.
You might be interested in this thread on Dramatic Hooks (http://www.herogames.com/forums/showthread.php?t=18507).
JmOz
Jun 28th, '04, 07:18 PM
The cost structure of Luck seems about right, but it might be worth it to create a new Talent, as this doesn't actually do what Luck does.
Might want to detail how often they can be used. I was tinkering with something along the same lines, and each "level" could be used to reroll any one thing (and keep the higher of the two). Each level could be used once per adventure).
Dust Raven,
I think we are thinking along the same lines: My general plan is this:
For each D6 of luck the character has he may a roll for at the beginning of the session. The character then counts body for the roll (1=0, 2-5=1, 6=2) this is how many luck counters he will receive.
Each counter may be used as follows:
1) reroll, keeping the better of the two rolls
2) Free Recovery (as per post 12, but anytime)
3) +2 on gambling skill roll
4) +1 on any other roll
JmOz
Jun 28th, '04, 07:22 PM
Comparing it with some of the other optional forms of luck, it makes sense to me. I'll try it out in the game I'm GMing at some point.
I'd be concerned in some no-NCM games that players who have tons of recovery might be getting too much benefit from it though. I don't know if this would actually be a problem, but if it is, it might be necessary for it to give different benefits in heroic and superheroic games. It could be similar to how CSLs add to damage differently in heroic and superheroic games. In heroic games they could have a recovery, but in superheroic games they could recover some flat amount. Maybe 6 STUN and END per luck point spent or something like that.
Karma=Shadowrun/Marvel Super Heroes
Hero Points in DC Heroes
Other systems as well, i'M SURE
I'm not to concerned with it, as most characters will only have 1-3 dice in luck, on average they will only get a few recovery's from it...
JmOz
Jun 28th, '04, 07:23 PM
I wouldn't use Luck as it stands either, since that leave out the option of using Luck as it stands in the rules...
Perhaps Luck with a Limitation:
Luck - Bennie Token (-1/2) for 3 pts instead.
Or even at the -1/4 so Bennies cost 4pts each.
This way you can have both Bennies and standard luck side by side without conflict.
I don't actualy like the luck rules, GM's have to much control (this is from the GM). I either forget about it or it becomes to often...
ghost-angel
Jun 28th, '04, 10:11 PM
I don't actualy like the luck rules, GM's have to much control (this is from the GM). I either forget about it or it becomes to often...
Ah well, in that case change the Luck to your mechanic .. I think it's a really cool mechanic personally, but I also like the Luck Rules as they stand so I'd probably look to differentiate the two in my games.
I know all about the forget/too often issue with Luck .. currently my GM has completely forgotten about my characters 2dice of Unluck - which is a good thing at the moment since I'm having enough issues in the game without an Unluck roll to compound it...
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