Luck and It's Role
Many GMs feel constricted by the role luck will play in their
RPG. Oftentimes, players will sacrifice everything for an
incredible Luck because there's no reason not to. Their
exceptional luck will counteract their other low attributes.
However, for non-dice players, a Luck attribute is one of the
only ways to determine something. Furthermore, some things are
appropriate for a luck attribute: random encounters, chances of
survival, etc. Thus, this article is some advice on how to
moderate luck.
- Use luck for close calls. Obviously, if
I have a sniper rifle to your head and am going to press
the trigger and the damage should kill you 5 times over,
luck is NOT going to save you from death at the moment.
But, if you as a GM are not entirely sure if a shot is
going to hit or if it is going to be a critical, factor
in the Luck attribute.
- Use luck in life-or-death situations. If
someone has a high Luck attribute and the only way for
them to live is for them to take a lucky shot through a
wall, let them have it. Of course, if someone has bad
Luck, you have to think about that for a little more.
It's tempting as a GM to just say "life sucks, too
bad", but remember that the point of an RPG is fun.
If you've been railroading them to this juncture for
whatever reason, and then put them into a position where
their bad Luck will kill them, that is just as bad as
forcing the scientist in the party to be the one who
competes in the Lift-a-thon to save the party from
hunger. But, if they've made several obvious mistakes,
you should tell them what those mistakes were and remind
them that they got a tradeoff by ignoring that Luck
attribute, whatever it was.
- Use luck only in reasonably random events.
This is an attempt to encapsulate points #1 and #2. A
simple example. If a mage summons a single meteor upon
you, Luck won't save you. But if a mage summons a meteor
shower that will strike randomly, Luck should make you
get hit less often.
- Let luck be a little variable. No one in
life is lucky all the time. People who survive lightning
bolts once still get unlucky in gambling. There was a
couple that was saved from certain death on the Lusitania
by their rings linking together magically... and then
they ride on the Hindenburg. Someone with low Luck will
often run into bandits, but sometimes their bad Luck
should save them from the Mad Cow encounter. Someone with
high Luck will often run into good random encounters, but
sometimes they will run into a bad High Luck encounter.
Thus, fairness is preserved.
- Gambling. Gambling is a perfect area to
use luck. Someone who has a high Luck is likely to win
more often in gambling. However, someone with a high
Intelligence or high Gambling counts can win using card
counting, and someone with a high Dexterity or thieving
skills can put in tricked decks.
- Make random encounters reasonable and emphasize
different skills. I went a little overboard with
this on my Rifts campaign. First of all, regardless of
Luck, don't make random encounters a dime a dozen. A
portal here or there and a dropped magic weapon here and
there is not bad, and it rewards the player for his
choosing the Luck attribute instead of more powers,
skills, or attributes. But having portals open everywhere
the person goes or having magic weapons dropped
everywhere not only imbalances the game, but cheapens the
worth of such rewards. Second, balance the types. Have
some where you encounter POTENTIAL party members, have
some where you go to a different dimension, have some
weapons, but be sure to also have some conventional
encounters. Finally, make sure the encounters emphasize
more skills than just luck. There should never be an
encounter in which someone just finds an unlocked, huge
army Depot bristling with weapons with no guards.
Regardless of luck, you won't find that in real life. Oh
sure, allow an Army depot, but have there be some catch.
The door is locked by an electronic lock (meaning the
character must have electronics), there are soldiers
USING some of the weapons guarding the base(emphasizing
combat skills or stealth, something or someone is also
raiding the base (raiders, aliens, etc., emphasizing
diplomacy or combat), etc. Think about why such an Army
depot would just be left there. Is this a
post-apocalyptic world? In that case, why? That way, the
character must avoid greed and must grab as many weapons
as possible before radiation fries him. Just because
you're lucky doesn't mean people will automatically like
you. So what if you meet a potential party member, but
he's Tyriel the archangel and you're Dark Fred? This will
help remind people that the route they are taking will
have limitations, and that not everyone will like them.
In the end, make the random encounters suitable, fairly
minor rewards, but don't kill your game with them.
- Have luck be a limited attribute. The
luck attribute is the only attribute I feel should be
limited. There should never be someone so likely they are
effectively invulnerable. Luck should just balance
certain things in your favor.