July 25, 2005

Luck Rolls

There may be occasions when a completely random event is called for. For example, if the characters all draw straws, who gets the short straw could reasonably be established by assigning everyone a number and rolling an appropriately-sized die.

For a more generic system for determining how fortunate a given character is, just roll 2d10 and consult the below chart.

  • 2 (1% chance): something very bad happens
  • 3-4 (5% chance): something bad happens
  • 5-17 (88% chance): nothing particularly good or bad happens
  • 18-19 (5% chance): something good happens
  • 20 (1% chance): something really good happens
Example: Roko buys two draws from a lottery at a festival. He gets to draw two stones from a big bag and if he manages to draw the lucky white stone, he wins the prize. Since Roko isn't trying to cheat, the GM doesn't see any way that any of his stats or skills will apply to the situation, so he just calls for a 2d10 roll. If Roko rolls an 18+, he'll win a prize.

Example: when the party starts travelling cross-country, the GM decides to randomly roll to see how good the weather is. He rolls 2d10. A really low roll will indicate bad weather (with a roll of 2 indicating that travel has to halt completely until the bad weather clears) while a higher roll indicates better conditions. A roll of 20 could indicate a really pleasant, nearly perfect day that gives them bonuses for any travel rolls that they have to make.

Don't overuse luck rolls. They should be a source of inspiration for your game, not a way to compensate for lack of direction.

Optional Edge: Lucky
Your character is unusually lucky. Fortune favors them. Whenever the GM asks you to make a luck roll for a random occurance, you get a bonus die for the roll.

Posted by Kiz at July 25, 2005 12:38 PM
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