Quote:
Originally Posted by Kromm
It's mostly defensive in character, and I've never seen it make its user better at affecting the world – only cover for blown defense and resistance rolls, and critical misses, that render the game less fun for that one player.
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While I agree that this is by far the most common use, once characters hit Ridiculous Luck my experience is that players (especially spellcasters) will weaponize it by fishing for critical successes. Depending on the speed of play at the table, that 10-minute timer can be up by the time your next turn comes around - or even by the time the
enemy turn comes around!
This still isn't unbalancing: as one of my GMs is fond of saying, the player chose to spend 60 points on that and they deserve to get 60 points of unfairness in the form of lucky breaks. The player who spends 40 on ST and 20 on Weapon Master instead gets 60 points of unfairness in the form of hitting things really really hard. It balances out.