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Old 11-04-2014, 12:52 PM   #8
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Alternate Ratio for Game Time Modifier

Quote:
Originally Posted by Sindri View Post
Action is very densely packed and crucial rolls are quite likely to be found near each other. Real time Luck offers a chance of having multiple rerolls in a single scene which can be significant in these sorts of circumstances.
Well, that might produce something like "Luck recharges after 20 rounds of combat" or "Luck recharges every time the relevant PC rolls a critical success".

However, you have to consider your attitude to the recharge system being gamed by your players. One of the advantages of player-time luck is that timewasting is generally not entertaining for the player doing it, still less the other players. Those two examples above, which I just invented (or conceivably re-invented), have their own gameability.

If Luck recharges in terms of rounds of combat, you can expect more all-out defences and Evaluates, and less pressure to win fights ASAP.

If it recharges off critical successes, players will avoid reduce their use of penalties for things like Deceptive Attacks, so that they get more rolls at 15 or 16, and more critical successes.
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