Re: [Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
My campaigns are so Role-play heavy, some nights with so few dice rolls and infrequent combat (often going many sessions without any combat) that when a player wanted Luck, I let them buy it for the full 15 points with the provision that it only worked regularly (once an hour) during combat. For non-combat situations it was only once per night. It was still powerful enough that not one player thought it unfair that the cost wasn't reduced.
... and frankly, I don't think I'd want to play in a game (or run one) with more luck than that. There is so much flavor and drama that is added by failure. As much or more has been added to the campaign though the failure of the players as has been created by their successes.
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