12-21-2016, 07:56 PM | #1 |
Join Date: Feb 2014
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A lesser super-luck: saved roll
We've all had that one time where we roll a critical success early in a session for a largely irrelevant action and later wished we could have saved the roll for a crucial action later. So what would it cost to have a sort of Super Luck where you can "choose" a roll, but must have rolled it before in the same session (time period), set it aside, and rerolled the original?
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12-22-2016, 05:38 AM | #2 |
Join Date: Aug 2007
Location: Denver, CO
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Re: A lesser super-luck: saved roll
I probably wouldn't allow this. I feel like it would devolve into a bunch of "can I roll for that? what about that? Hmmm... maybe I'll try to seduce the woman at the bar. Maybe I'll try some default acrobatics rolls. Maybe... we'll roll out lots of extra stuff just so I can get the roll I want in the bank."
Maybe that's just my group of roll-light gamers, but that's my thought. |
12-22-2016, 04:24 PM | #3 |
Join Date: Feb 2014
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Re: A lesser super-luck: saved roll
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12-22-2016, 04:28 PM | #4 | |
Join Date: Feb 2014
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Re: A lesser super-luck: saved roll
Quote:
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12-22-2016, 04:30 PM | #5 |
Join Date: Sep 2007
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Re: A lesser super-luck: saved roll
How do you resolve the original action that was rolled for? The first two options that come to mind are first, to push the good roll, and then just re-roll, with abiding by the second result mandatory (though you might allow use of the just-saved roll). Second, "karma", so that if you save a success, you have to take a failure on that roll, and to save a crit success, you have to take a crit fail. (That's not as bad as it sounds, because as has been pointed out, players will choose non-critical rolls without really terrible consequences as the sort to generate a lot of re-stocking rolls.)
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12-23-2016, 01:22 AM | #6 |
Join Date: Dec 2006
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Re: A lesser super-luck: saved roll
Super luck (side effect: unluckiness(time spanning))
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12-23-2016, 01:30 AM | #7 |
Join Date: Jun 2010
Location: Dreamland
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Re: A lesser super-luck: saved roll
While it would normally be based on Super Luck, I'd just make it a perk;
You can turn a critical success into a failure to make a later roll into a critical success. It would last until used and you can't refill it until then. I'd only allow it if the players don't try to 'fix' it, especially since I do light rolling outside of combat (it might be better in combat heavy campaigns, but then you're choosing to fail in combat...) |
12-23-2016, 08:48 AM | #8 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: A lesser super-luck: saved roll
Quote:
One way leads to simplicity, the other to a bit of bookkeeping. |
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12-23-2016, 09:04 AM | #9 |
Join Date: Dec 2006
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Re: A lesser super-luck: saved roll
Wow, I think your both crazy. The ability to 'bank' a crit is with a lot more than 1 point.
I seriously would never build a PC without crit banking, probably 2-3 levels of it if it were a mere point. Doubly so in a story heavy game there are lots of 'well it's fantastic that the morning smoothie I made up to impress my date is a crit, but I'd much rather have her retching in the bathroom if it means that my next seduce roll is an auto-crit (or crafting, or enchant roll, or to do up the 36x batch of healing potions, or reciting the ritual in ancient Sumerian to banish the big bad without a protracted fight, or merchant roll to get that +10 grimore for free, or the reaction roll to make culthu my best friend) |
12-23-2016, 09:42 AM | #10 |
Join Date: Jun 2006
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Re: A lesser super-luck: saved roll
I don't know that it's exactly a side effect, but it is some combination of those traits. The Super Luck needs once per session rather than once per hour (on the model of Limited Use that's probably -20 or 30% depending on how long your sessions usually are), and a limitation on it that you must have previously made a roll as good as you need (which isn't very big), and the Unluckiness does have quite a large one (you get to choose the bad moment, not the GM!). Looked at like that, it seems upward of 50 points.
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