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#1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Unluckiness is kind of the dark cousin to Serendipity - once per session something will go really bad for you. Would it be reasonable to allow for two or even three levels of Unluckiness? At what cost - -10/level, -5 + -5/level? Something else?
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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#2 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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It already sort of is -10/-75.
Last edited by sir_pudding; 03-19-2017 at 09:45 PM. |
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#3 |
Banned
Join Date: Aug 2004
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#4 |
Join Date: Mar 2008
Location: Austin, TX
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I'd like to see it be more nuanced, too. At present, we have Unluckiness and Cursed on the negative side. On the positive side, we have Luck (which includes Luck, Extraordinary Luck and Ridiculous Luck and which can be Active, Aspected, or Defensive), Serendipidity, and Super Luck.
It seems like we have just the extremes for unluckiness - low at -10 and extreme at -75. I'd like to see values in the middle, and it makes perfect sense to me that unluckiness can be aspected ("lucky at cards, unlucky at love", etc.). Active unluckiness doesn't makes sense, but defensive does. Also, offensive unluckiness makes sense, too. "I never have troubles blocking, but I sometimes have an awful time hitting." Just my $.05 (inflation gets to everything).
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Play Ogre? Want an interactive record sheet? Want a random dungeon? How about some tables for that? How about a random encounter? |
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#5 | |
Join Date: Dec 2007
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Tags |
disadvantage, leveled disadvantages, unluckiness |
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