Luck as an Ability Score [Archive] - Wizards Community

Post/Author/DateTimePost
calronmoonflower

04-16-07, 03:37 PM
I've been toying with action point and how to mix them in with a non-Eberron campaign. After some thinking I came up with a system that includes less action points more often and that toned down their power somewhat. Here it is.


Luck as an Ability Score

This is another way that you can use action points. The points granted by your Luck ability are not as powerful as regular action points, but you gain the number of action points per week equal to your Luck score’s modifier. If your luck score is temporary enhanced the number of action points you have are increased temporary.

The effects of these action points are dependent upon your level and luck score. Add you Luck modifier to your character level to determine the result.

-1 You may spend 1 action point to add 1d4 to ant roll. You may use this boost after you make the roll, but must do so before the result is announced.

-3 You add 1d6 instead of 1d4 when you use an action point to enhance a roll.

-6 You may use an action point to gain use a feat that you meet the requirements for until the start of your next turn.

-9 You may use an action point to double the bonuses granted by a feat that you possess.

-12 When using an action point to enhance a roll, roll 2d6 and use the better of the two die. For each 6 you roll past the first add another +1 to the granted bonus.

-15 When using an action point to enhance a roll, roll 3d6 and use the better of the three die. For each 6 you roll past the first add another +1 to the granted bonus.

-18 When using an action point to enhance a roll, roll 4d6 and use the better of the four die. For each 6 you roll past the first add another +1 to the granted bonus.

-21+ Roll an additional 1d6 at 21st and an additional die for every three levels beyond. Use the highest die of these rolls. For each 6 you roll past the first add another +1 to the granted bonus.

Other Affects of Luck
If opposed rolls result in a tie make a Luck check to determine the winner. If this also results in a tie the person with the highest luck score wins.

HARE’S LUCK
Transmutation
Level: Brd 2, Clr 2, Drd 2, Rgr 2, Sor/Wis 2
Components: V, S, DF
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 min./level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

The affected creature gain great luck. The spell grants the subject a +4 enhancement bonus to Luck. This adds to your action points and applies on any Luck checks.

HARE’S LUCK, MASS
Transmutation
Level: Brd 6, Clr 6, Drd 6, Sor/Wis 6
Range: Close (25 Ft. +5 Ft./2 levels)
Target: One Creature/Level, no two of which can be more than 30 Ft. apart

Hare’s Luck, Mass works like Hare’s Luck, except it affects multiple creatures.

ANIMAL AFFINITY, CHASING PERFECTION, and HIDDEN POTENTIAL

Animal Affinity may also enhance your Luck score. Chasing Perfection and Hidden Potential also increase you luck score along with your other scores.

Vest of Luck: This light and fashionable vest has fine mystic symbols engraved throughout. While worn it grants the wearer with an enhancement bonus of +2, +4, or +6 to their Luck score.
Moderate Transmutation: CL 8th; Craft Wondrous Item, Hare’s Luck; Price 4,000 gp (+2), 16,000 gp. (+4), 36,000 gp (+6); Weight 1 lb

Manual of Legendary Luck: This thick tome contains epic stories of daring and luck, but entwined within the words is a powerful magical effect. Anyone that spends a total of 48 hours over a minimum of six day gains an inherent bonus of +1 up to +5 to their Luck score. Once read the magic disappears from the pages and it becomes an ordinary book.
Strong Evocation (if Miracle is used); CL 17; Craft Wondrous Item, Wish or Miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 (+4), 137,000 (+5); Cost 1,250 gp + 5,1000 xp (+1), 2,500 gp + 10,200 xp (+2), 2,500 gp + 15,300 xp (+3), 5,000 gp + 20,400 xp (+4), 6,250 gp + 25,500 xp (+5); Weight 5 lb

[edit=1]
1. Your Luck modifier level to determine the effect of your action points.
2. Rolling multiple 6's adds to your bonus.
[edit=2]
Changed who gain the Hare's Luck spells.
Arcade

04-16-07, 04:06 PM
Interesting. Though it would rarely come up, once you start rolling multiple d6, I would consider granting an additional +1 to your roll for each 6 you roll beyond the first to add some extra goodness. Otherwise, at some point you can almost assume an action point is worth 5 or 6 points every time and it's not so much a luck score anymore, but this way you can get some extra bonus on those rolls as well.

Instead of basing the effects on your just your level, what about basing it on level + luck modifier? Possibly with a max of level +3 or even just to determine the # dice rolled and leave the other effects based purely on level.

Also, what do you do about negative modifiers?
calronmoonflower

04-16-07, 04:26 PM
Interesting. Though it would rarely come up, once you start rolling multiple d6, I would consider granting an additional +1 to your roll for each 6 you roll beyond the first to add some extra goodness. Otherwise, at some point you can almost assume an action point is worth 5 or 6 points every time and it's not so much a luck score anymore, but this way you can get some extra bonus on those rolls as well.

I based the bonuses on the standard action points and thats how they work. I'll think about changig it to +1 on each die roll rather than roll and extra die.

Instead of basing the effects on your just your level, what about basing it on level + luck modifier? Possibly with a max of level +3 or even just to determine the # dice rolled and leave the other effects based purely on level.

I'll change it to that.

Also, what do you do about negative modifiers?

You get a penality on tie breaking rolls and no ability points. Other that that I haven't Come up with anythink.
Terronus

04-16-07, 04:43 PM
HARE’S LUCK, MASS
Transmutation
Level: Clr 6, Drd 6, Rgr 6, Sor/Wis 6
Range: Close (25 Ft. +5 Ft./2 levels)
Target: One Creature/Level, no two of which can be more than 30 Ft. apart

Hare’s Luck, Mass works like Hare’s Luck, except it affects multiple creatures.


Rangers don't have 6th level spells. Also, it doesn't seem right a bard doesn't have access to this spell.
Otherwise, the system fine. I like the hero points used in the World of Warcraft tabletop game, where if you spend a point on a role that would have otherwise succeeded, you gain additional effects (like on a melee attack, it might deal double damage, or stun the opponent for a number of rounds, etc.). That might be something worth incorporating.
calronmoonflower

04-16-07, 05:01 PM
Rangers don't have 6th level spells. Also, it doesn't seem right a bard doesn't have access to this spell.
Otherwise, the system fine. I like the hero points used in the World of Warcraft tabletop game, where if you spend a point on a role that would have otherwise succeeded, you gain additional effects (like on a melee attack, it might deal double damage, or stun the opponent for a number of rounds, etc.). That might be something worth incorporating.

It was a cut and paste.

I'll change it and add bards to the list.
hawaiianbrian

04-17-07, 10:09 AM
In our games we use a house action/hero point rule, where you get a certain amount of points and can spend them for instant re-rolls. This has got me thinking about ways to combine the two ideas into one. How about this:

You have a new ability score, "Luck," that functions like all other ability scores, ranging from 3 - 18. It works a little different, though, in that you can temporarily "spend" points out of your luck stat for rerolls (or some other method the DM prefers, like d20 Modern-style +1d6 action points, or maybe it gives a fixed bonus like +5, etc.).

Your Luck score "heals" just like any other stat, at a rate of 1 point per day.

Every once in a while the DM finds herself in a position of needing to determine whether some random circumstance is favorable or not favorable for the player (like the character slips off a cliff, and wants to know if there happens to be a ledge or root to grab, etc.). The DM can then have the character make a luck roll vs. a DC set by the DM. If the player has been spending his Luck score too freely, he'll probably fail the roll.

I kinda like this.... Good idea. Hope you don't mind me riffing on it a bit.

-B
SlinkyTWF

04-19-07, 10:19 AM
Here's how I do it:

Whenever your character encounters a situation where random factors come into play, there is a base 50-50 chance for things to go in your favor. e.g., is the door locked.

Make a DC 10 Luck check using the WORST CHA Modifier in your party (a Jinx WILL bring everyone down, so no more CHA dump stat!). We use DC 10 instead of 10.5 or 11 to give the players a break.

Optionally, players may have the ability (via "luck points" or other mechanisms) to "request" a Luck Check to help them out when they are really really stuck. Same procedure, just set the DC appropriately. Finding a cutting torch and instruction manual written in your language while locked in your jail cell is at least DC 30!

Elegance in simplicity.
CaoSlayer

04-19-07, 01:53 PM
I would say that in place of using a new stat, use charisma so it becomes an usefull stat for all classes.
SlinkyTWF

04-19-07, 02:17 PM
An important angle to view this from is whether or not the new ability will be the primary ability score for a significant number of skills. Since skills sort of imply, well, skill, and not luck...