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	<title>Comments on: &#8220;Do You Feel Lucky, Punk?&#8221;: A New idea for handling &#8220;wild luck&#8221; in D&amp;D</title>
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	<description>Expert tips and how-to&#039;s on every aspect of creating and running exceptional campaigns.</description>
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		<title>By: "James Carter"</title>
		<link>http://www.campaignmastery.com/blog/do-you-feel-lucky-punk/comment-page-1/#comment-1176</link>
		<dc:creator>"James Carter"</dc:creator>
		<pubDate>Fri, 16 Oct 2009 20:42:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1115#comment-1176</guid>
		<description>The reason I said that players should still roll is simple: it&#039;s still possible to fail (tho quite unlikely with an additional +X boost) your way (and in a real sense I don&#039;t really like the &quot;dumb luck&quot; feat -- because it&#039;s impossible at that point to fail [so i may house rule that one to not be available to players]) 

Another way to deal with the whole concept of luck is simply to have a stat called &quot;luck&quot; which gives a +X (probably rolled like all other stats) to everything (but that would be a bit exessive -- maybe certain rolls, or usable X times per game or something)

Just my 2 CPs</description>
		<content:encoded><![CDATA[<p>The reason I said that players should still roll is simple: it&#8217;s still possible to fail (tho quite unlikely with an additional +X boost) your way (and in a real sense I don&#8217;t really like the &#8220;dumb luck&#8221; feat &#8212; because it&#8217;s impossible at that point to fail [so i may house rule that one to not be available to players]) </p>
<p>Another way to deal with the whole concept of luck is simply to have a stat called &#8220;luck&#8221; which gives a +X (probably rolled like all other stats) to everything (but that would be a bit exessive &#8212; maybe certain rolls, or usable X times per game or something)</p>
<p>Just my 2 CPs</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/do-you-feel-lucky-punk/comment-page-1/#comment-1175</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Fri, 16 Oct 2009 15:30:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1115#comment-1175</guid>
		<description>@ James: You might well be right, but I would want to try my Luck proposal both on it&#039;s own, and at the same time but not in combination with, the feats system, to ensure that there are no unexpected bugs and that the xp value per unusued luck point is right, before I complicated the situation in the way you suggest. I fear that the combination might prove overwhelming and give the PCs a perpetual advantage beyond what&#039;s reasonable.</description>
		<content:encoded><![CDATA[<p>@ James: You might well be right, but I would want to try my Luck proposal both on it&#8217;s own, and at the same time but not in combination with, the feats system, to ensure that there are no unexpected bugs and that the xp value per unusued luck point is right, before I complicated the situation in the way you suggest. I fear that the combination might prove overwhelming and give the PCs a perpetual advantage beyond what&#8217;s reasonable.</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/do-you-feel-lucky-punk/comment-page-1/#comment-1174</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Fri, 16 Oct 2009 15:26:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1115#comment-1174</guid>
		<description>@Loz: Examples 1 and 2 are clearly self-balancing to some degree in that there is a downside that comes with the benefits, either in advance of the benefit (example 1) or afterwards (example 2). But I don&#039;t see any downside to you third example, how is it &quot;self-balancing&quot; to have 2-6 advantages in a scenario? It&#039;s clearly a reward for behaviour that the GM wants to encourage, which is why a GM might feel justified in rewarding that behaviour (heck - I reward such things myself), but self-balancing? Not unless you&#039;ve left something out of the description.</description>
		<content:encoded><![CDATA[<p>@Loz: Examples 1 and 2 are clearly self-balancing to some degree in that there is a downside that comes with the benefits, either in advance of the benefit (example 1) or afterwards (example 2). But I don&#8217;t see any downside to you third example, how is it &#8220;self-balancing&#8221; to have 2-6 advantages in a scenario? It&#8217;s clearly a reward for behaviour that the GM wants to encourage, which is why a GM might feel justified in rewarding that behaviour (heck &#8211; I reward such things myself), but self-balancing? Not unless you&#8217;ve left something out of the description.</p>
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		<title>By: "James Carter"</title>
		<link>http://www.campaignmastery.com/blog/do-you-feel-lucky-punk/comment-page-1/#comment-1172</link>
		<dc:creator>"James Carter"</dc:creator>
		<pubDate>Fri, 16 Oct 2009 13:40:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1115#comment-1172</guid>
		<description>I think the luck feats are usable each system. But i might disagree with your statement that they shouldn&#039;t be used together. I think it&#039;d be neat to combine the feat with luck points idea in that it gives an ADDED +X to the roll (that way it&#039;s not a static X to alter dice already rolled, it&#039;s a bonus on top of all others for rerolling)</description>
		<content:encoded><![CDATA[<p>I think the luck feats are usable each system. But i might disagree with your statement that they shouldn&#8217;t be used together. I think it&#8217;d be neat to combine the feat with luck points idea in that it gives an ADDED +X to the roll (that way it&#8217;s not a static X to alter dice already rolled, it&#8217;s a bonus on top of all others for rerolling)</p>
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		<title>By: Loz</title>
		<link>http://www.campaignmastery.com/blog/do-you-feel-lucky-punk/comment-page-1/#comment-1171</link>
		<dc:creator>Loz</dc:creator>
		<pubDate>Fri, 16 Oct 2009 08:39:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1115#comment-1171</guid>
		<description>I feel it would be useful to lay out a few examples of simpler self-balancing rule mechanisms (I am a fan of mechanisms so simple nobody has to check rule-book annexes or start scratching their heads whilst trying to figure out where their scribbled totals went wrong... ie systems that avoid chewing up game time with what are basicly accountancy problems) :

1) Science fiction game (forgot the name, sorry). All rolls on a d10. Any &quot;1&quot; is always a minor failure, but gives you a &quot;luck point&quot; to add a single +1 to any one future roll. Function : avoids getting too many automatic failures in a game session (you add a &quot;+1&quot; future &quot;1&quot;s... or allows a minor compensation for bad luck.
2) Marvel Superheros &quot;Karma&quot; either adds to your rolls (providing some of those huge &quot;KaBOOM!&quot; manoeuvres when you need them most. BUT it is also your fund of experience points. Effect : you can be super-effectvie in combat BUT at the cost of slowing your progress... (one or two pernicious effects there...) Also killing people loses you all your karma instantly (including any your team-mates pooled into the teams mutual-support fund of karma), except chunks put aside before play (and unusable during play... ) to finance character progression. Points awarded are based on heroic acts accomplished. Points can be lost for bad behaviour, too.
3)Starmont(Homebrew system) : Celestial Karma points. a) roll twice the usual number of dice b) a permanent +1 to a stat (max 1 per stat per scenario), (ie. = experience points) c) automatic minimum success d) survive (comatose) an unsurvivable bunch of damage e) atempt to implore a Celestials intervention (very rarely works... except in utterly critical-to-world moments). 2-6 points per scenario based on good role-playing/ objectives achieved/ teamwork /Celestials pleased,  etc.</description>
		<content:encoded><![CDATA[<p>I feel it would be useful to lay out a few examples of simpler self-balancing rule mechanisms (I am a fan of mechanisms so simple nobody has to check rule-book annexes or start scratching their heads whilst trying to figure out where their scribbled totals went wrong&#8230; ie systems that avoid chewing up game time with what are basicly accountancy problems) :</p>
<p>1) Science fiction game (forgot the name, sorry). All rolls on a d10. Any &#8220;1&#8243; is always a minor failure, but gives you a &#8220;luck point&#8221; to add a single +1 to any one future roll. Function : avoids getting too many automatic failures in a game session (you add a &#8220;+1&#8243; future &#8220;1&#8243;s&#8230; or allows a minor compensation for bad luck.<br />
2) Marvel Superheros &#8220;Karma&#8221; either adds to your rolls (providing some of those huge &#8220;KaBOOM!&#8221; manoeuvres when you need them most. BUT it is also your fund of experience points. Effect : you can be super-effectvie in combat BUT at the cost of slowing your progress&#8230; (one or two pernicious effects there&#8230;) Also killing people loses you all your karma instantly (including any your team-mates pooled into the teams mutual-support fund of karma), except chunks put aside before play (and unusable during play&#8230; ) to finance character progression. Points awarded are based on heroic acts accomplished. Points can be lost for bad behaviour, too.<br />
3)Starmont(Homebrew system) : Celestial Karma points. a) roll twice the usual number of dice b) a permanent +1 to a stat (max 1 per stat per scenario), (ie. = experience points) c) automatic minimum success d) survive (comatose) an unsurvivable bunch of damage e) atempt to implore a Celestials intervention (very rarely works&#8230; except in utterly critical-to-world moments). 2-6 points per scenario based on good role-playing/ objectives achieved/ teamwork /Celestials pleased,  etc.</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/do-you-feel-lucky-punk/comment-page-1/#comment-1170</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Fri, 16 Oct 2009 03:41:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1115#comment-1170</guid>
		<description>Thanks, James. Looking them over quickly, the common theme is &#039;re-roll specific rolls when you don&#039;t like the results&#039;. This means that failing in those rolls becomes far more unlikely, obviously; and the limiting factor seems to be the number of &quot;luck rerolls&quot; that you can have, and how frequently these replenish, which are not spelt out in your synopsis.

The first thing that comes to mind is that these would quickly become dominant factors, and they are all positive, which is what you would expect from the expenditure of a feat slot. They also seem pretty powerful, even for feats. Nothing wrong per se with that. So they are trying to simulate a person who has good luck because of feats, and are not an overall-neutral system, which is what I&#039;ve created.

I would consider the two fairly compatable, but would state that you couldn&#039;t use Luck Points on a reroll granted by a Luck Feat. Taking one of these feats would mean that there is one category of roll less than everyone else sucking up luck points from your pool, so your luck points would go further. However, I would permit the GM to expend HIS luck points affecting the outcome of a reroll - so that he could maintain the original outcome, at the expense of cutting a great swathe through his luck pool, if it was vital to the dynamics of storytelling that he do so.

Once again, though, there remains the caveat that my proposed system has not been tried in an actual game, whereas these feats have (I hope) been thoroughly playtested.</description>
		<content:encoded><![CDATA[<p>Thanks, James. Looking them over quickly, the common theme is &#8216;re-roll specific rolls when you don&#8217;t like the results&#8217;. This means that failing in those rolls becomes far more unlikely, obviously; and the limiting factor seems to be the number of &#8220;luck rerolls&#8221; that you can have, and how frequently these replenish, which are not spelt out in your synopsis.</p>
<p>The first thing that comes to mind is that these would quickly become dominant factors, and they are all positive, which is what you would expect from the expenditure of a feat slot. They also seem pretty powerful, even for feats. Nothing wrong per se with that. So they are trying to simulate a person who has good luck because of feats, and are not an overall-neutral system, which is what I&#8217;ve created.</p>
<p>I would consider the two fairly compatable, but would state that you couldn&#8217;t use Luck Points on a reroll granted by a Luck Feat. Taking one of these feats would mean that there is one category of roll less than everyone else sucking up luck points from your pool, so your luck points would go further. However, I would permit the GM to expend HIS luck points affecting the outcome of a reroll &#8211; so that he could maintain the original outcome, at the expense of cutting a great swathe through his luck pool, if it was vital to the dynamics of storytelling that he do so.</p>
<p>Once again, though, there remains the caveat that my proposed system has not been tried in an actual game, whereas these feats have (I hope) been thoroughly playtested.</p>
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		<title>By: "James Carter"</title>
		<link>http://www.campaignmastery.com/blog/do-you-feel-lucky-punk/comment-page-1/#comment-1168</link>
		<dc:creator>"James Carter"</dc:creator>
		<pubDate>Thu, 15 Oct 2009 18:56:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1115#comment-1168</guid>
		<description>Here&#039;s the Luck Feats (briefly) I&#039;m *hoping* the stuff in the table briefly describing the feat(s) is open gaming content... (pls forgive me if it&#039;s not)

I&#039;m listing them in the following format

Luck 
Feats 
Prerequisites Benefit

Advantageous Avoidance 
Character level 3rd, any luck feat 
Expend luck reroll to force foe to reroll critical threat
confirmation, or three luck rerolls to force foe to reroll attack

Better Lucky than Good 
Character level 6th, any two luck feats 
Expend luck reroll to treat natural 1 on attack as atural 20 instead

Dumb Luck 
Character level 6th, any two luck feats
Expend luck reroll to treat natural 1 on save as natural 20 instead

Fortuitous Strike 
Character level 6th, any luck feat 
Expend luck reroll to reroll attack, or two luck rerolls to
reroll damage

Good Karma 
Character level 3rd 
Expend luck reroll to redirect attack against ally to you

Healer’s Luck 
No prereqs
Reroll amount cured by healing spell

Lucky Break 
No prereqs
Reroll Strength check to break item or burst door

Lucky Catch 
No prereqs
Reroll Balance, Climb, or Jump check

Lucky Fingers 
No prereqs
Reroll Disable Device, Open Lock, or Sleight of Hand check

Lucky Start 
No prereqs
Reroll initiative check

Magical Fortune 
Caster level 3rd,any luck feat 
Expend luck reroll to reroll damage dealt by spell, or two luck
rerolls to reroll caster level check

Make Your Own Luck 
Character level 6th, any luck feat 
Reroll a skill check

Miser’s Fortune 
No prereqs 
Your items get +5 bonus on saves; expend luck reroll to force foe
to reroll a sunder attack or Str check to damage nearby object

Psychic Luck 
Manifester level 3rd, any luck feat 
Expend luck reroll to reroll damage dealt by power, or two luck
rerolls to reroll manifester level check

Sly Fortune 
No prereqs 
Reroll Hide, Move Silently, or Tumble check

Survivor’s Luck 
Character level 9th, any luck feat 
Reroll a saving throw

Tempting Fate 
Character level 6th, any luck feat 
Reroll stabilization check, expend luck reroll to avoid being killed

Third Time’s the Charm 
Character level 3rd, any luck feat, 
Reroll again with Luck domain granted power Luck domain

Unbelievable Luck 
Any luck feat 
Gain two luck rerolls and +2 luck bonus on worst save

Victor’s Luck 
No prereqs  
Reroll critical threat confirmation</description>
		<content:encoded><![CDATA[<p>Here&#8217;s the Luck Feats (briefly) I&#8217;m *hoping* the stuff in the table briefly describing the feat(s) is open gaming content&#8230; (pls forgive me if it&#8217;s not)</p>
<p>I&#8217;m listing them in the following format</p>
<p>Luck<br />
Feats<br />
Prerequisites Benefit</p>
<p>Advantageous Avoidance<br />
Character level 3rd, any luck feat<br />
Expend luck reroll to force foe to reroll critical threat<br />
confirmation, or three luck rerolls to force foe to reroll attack</p>
<p>Better Lucky than Good<br />
Character level 6th, any two luck feats<br />
Expend luck reroll to treat natural 1 on attack as atural 20 instead</p>
<p>Dumb Luck<br />
Character level 6th, any two luck feats<br />
Expend luck reroll to treat natural 1 on save as natural 20 instead</p>
<p>Fortuitous Strike<br />
Character level 6th, any luck feat<br />
Expend luck reroll to reroll attack, or two luck rerolls to<br />
reroll damage</p>
<p>Good Karma<br />
Character level 3rd<br />
Expend luck reroll to redirect attack against ally to you</p>
<p>Healer’s Luck<br />
No prereqs<br />
Reroll amount cured by healing spell</p>
<p>Lucky Break<br />
No prereqs<br />
Reroll Strength check to break item or burst door</p>
<p>Lucky Catch<br />
No prereqs<br />
Reroll Balance, Climb, or Jump check</p>
<p>Lucky Fingers<br />
No prereqs<br />
Reroll Disable Device, Open Lock, or Sleight of Hand check</p>
<p>Lucky Start<br />
No prereqs<br />
Reroll initiative check</p>
<p>Magical Fortune<br />
Caster level 3rd,any luck feat<br />
Expend luck reroll to reroll damage dealt by spell, or two luck<br />
rerolls to reroll caster level check</p>
<p>Make Your Own Luck<br />
Character level 6th, any luck feat<br />
Reroll a skill check</p>
<p>Miser’s Fortune<br />
No prereqs<br />
Your items get +5 bonus on saves; expend luck reroll to force foe<br />
to reroll a sunder attack or Str check to damage nearby object</p>
<p>Psychic Luck<br />
Manifester level 3rd, any luck feat<br />
Expend luck reroll to reroll damage dealt by power, or two luck<br />
rerolls to reroll manifester level check</p>
<p>Sly Fortune<br />
No prereqs<br />
Reroll Hide, Move Silently, or Tumble check</p>
<p>Survivor’s Luck<br />
Character level 9th, any luck feat<br />
Reroll a saving throw</p>
<p>Tempting Fate<br />
Character level 6th, any luck feat<br />
Reroll stabilization check, expend luck reroll to avoid being killed</p>
<p>Third Time’s the Charm<br />
Character level 3rd, any luck feat,<br />
Reroll again with Luck domain granted power Luck domain</p>
<p>Unbelievable Luck<br />
Any luck feat<br />
Gain two luck rerolls and +2 luck bonus on worst save</p>
<p>Victor’s Luck<br />
No prereqs<br />
Reroll critical threat confirmation</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/do-you-feel-lucky-punk/comment-page-1/#comment-1167</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Thu, 15 Oct 2009 18:23:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1115#comment-1167</guid>
		<description>I don&#039;t have &lt;em&gt;Complete Scoundrel&lt;/em&gt; so I guess the short answer is that it doesn&#039;t!</description>
		<content:encoded><![CDATA[<p>I don&#8217;t have <em>Complete Scoundrel</em> so I guess the short answer is that it doesn&#8217;t!</p>
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		<title>By: "James Carter"</title>
		<link>http://www.campaignmastery.com/blog/do-you-feel-lucky-punk/comment-page-1/#comment-1166</link>
		<dc:creator>"James Carter"</dc:creator>
		<pubDate>Thu, 15 Oct 2009 18:17:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=1115#comment-1166</guid>
		<description>How does your idea add to or mesh with the idea of Luck feats found in the Complete Scoundrel- or are the ideas contained therein at odds with this system?</description>
		<content:encoded><![CDATA[<p>How does your idea add to or mesh with the idea of Luck feats found in the Complete Scoundrel- or are the ideas contained therein at odds with this system?</p>
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