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Old 05-18-2015, 04:37 PM   #5
PTTG
 
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Join Date: Feb 2011
Default Re: Hidden Rolls & Luck

As GM, I would decide when they "need" to be lucky and secretly use it for them. If they ask to use their luck within the next ten minutes, then tell them that it was used up. If they happen to discover what it was that they were lucky about, then you could actually tell them how lucky they are then. Otherwise, keep it secret.

For instance:
1: PC steps out of a doorway and gets one perception roll to spot a sniper. You decide that he would definitely use his luck if he knew about it, so you roll PER three times. There is one success, so you tell the player, "Just as you open the door, you spot a glint of light off a scope! What a lucky break!"

2: PC steps on an undiscovered land mine. You decide he would use his luck if he knew, so you roll DX three times, one of which is a success, so nothing happens; the character unknowingly puts his weight down juuuust right to avoid setting it off. Five minutes later, the player gets into combat and he asks to use Luck to help dodge... you say, "Sorry, your Luck is still waiting to recharge." If you want to tell him how long he has to wait, that's your prerogative.

This is in keeping with the idea of Luck as a "metagame" trait, representing the fact that some people sit on the far end of the bell curve. If you want to play the guy who does better than the odds say he should simply because that's what happened, buy Luck.
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