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 Post subject: Luck Questions
PostPosted: Wed May 30, 2018 2:20 pm 
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Ill-Fated Peasant

Joined: Wed May 30, 2018 1:53 pm
Posts: 5
FLGS: Gateway Games and More
Hello All! I have recently fallen in love with DCC and I have a few questions on how luck can be used. If the questions below can be answered by the text please guide me to the page.

Upon leveling can luck be used to add to hit points permanently? What about halflings and thieves?!? I would not allow this as it games the system, but I'm curious what the Forum has to say.

I have a 1st level wizard (Int 15, Luck 11) who rolled patron bond, read magic, chill touch, force manipulation, and ward portal so I don't think I qualify for picking spells because all are useless. However, can luck be used to alter the die roll, for example I rolled a 4 for Chill Touch, could I burn luck to alter the roll to 3 (charm person) or 5 (choking cloud)?

In a similar manor as above could luck be used to alter the mercurial effects of a spell?

On a side note, how would the mercurial effect Greater Power (best of two random results) affect the patron bond spell?


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 Post subject: Re: Luck Questions
PostPosted: Fri Jun 01, 2018 5:33 am 
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Chaos-Summoning Sorcerer
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Joined: Wed Jan 05, 2011 3:34 pm
Posts: 865
Location: Győr, Hungary
Page 95. covers the most common cases for burning luck, the rest is up to the Judge. I for one don't allow burning luck to improve rolls that aren't some kind of check or damage roll during the adventure. It was meant to save your hide or help you achieve marvelous deeds, not to be used as "build points" to customize your character. It's way too good to earn a permanent bonus at the cost of a temporary value. If someone wants more hit points, different spells, or other persistant bonuses he should quest for it as advised in the Judge's section. It's far more exciting and rewarding.

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 Post subject: Re: Luck Questions
PostPosted: Tue Jun 05, 2018 9:59 pm 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 1:46 pm
Posts: 3353
Location: Left Coast, USA
FLGS: Bizarro World
Holden Trainer wrote:
Upon leveling can luck be used to add to hit points permanently? What about halflings and thieves?!? I would not allow this as it games the system, but I'm curious what the Forum has to say.

I wouldn't allow it. I'm not sure how to articulate it, but hp are "outside the events of the game" in a sense, just like you can't burn Luck to raise your Stamina when you roll it up. Action Die and Damage rolls can be altered with Luck Burn. Deed Dice, Hit Dice, Occupation rolls, etc. cannot be altered.


Holden Trainer wrote:
I have a 1st level wizard (Int 15, Luck 11) who rolled patron bond, read magic, chill touch, force manipulation, and ward portal so I don't think I qualify for picking spells because all are useless. However, can luck be used to alter the die roll, for example I rolled a 4 for Chill Touch, could I burn luck to alter the roll to 3 (charm person) or 5 (choking cloud)?

This too feels like it falls outside of what Luck Burn is for.... However, it doesn't seem as far outside the realm as Burning to change your stats is... I think the intention is that starting spells are random, like Occupation, and not eligible for Luck Burn. But if you want to run it that Luck can be used that way, why not? Try one campaign one way, and the next another way, and see how it goes.


Holden Trainer wrote:
In a similar manor as above could luck be used to alter the mercurial effects of a spell?

I think it's more fun to have it mysterious and random, but see above, since we're talking about the same ballpark.


Holden Trainer wrote:
On a side note, how would the mercurial effect Greater Power (best of two random results) affect the patron bond spell?

It wouldn't affect it much. Most results don't have anything you roll to determine after the spellcheck -- except when rolling for the spell when cast on others. Maybe it would apply then.

But not all MM effects are guaranteed to do much, just like not all Birth Augurs are actual boons.

_________________
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC Monsters

PbP Purple Planeteers!

Havarth • Cleric/Zikcub • Animal trainr • L
S11 A11 S9 P15 I9 L7 • AC10, HP12, R0 F1 W2
Glaive+0 1-10
Club+0 1-4
X' chain, sack
Bless, Dtct Ev, Prot fm Evil, Word oCmmnd

Lucius • Cleric/Verlore • Slave • N
S13 A11 S8 P15 I11 L11 • AC10+, HP6, R0 F0 W2
Sword+1 _
Club+1 2-5
Hide armor, flint/steel, green stone, oil 1
Crit table +1
Dark, Holy Sanct, Resist Cold/Heat, Word o Cmmnd

Toby • Squire
S13 A10 S14 P15 I16 L9 • AC10+, hp3, R0 F1 W1
Lg swrd+1 2-9
Scale armor, sack, helm, L’ rope, torch • Com, Chaos, Hobgob

Kelven • Smuggler
S14 A8 S11 P12 I7 L10 • AC9+, hp2(4), In-1, R-1 F0 W0
Sword+1 _
Staff+1 or Sling -1 2-5
Scale armr, waterprf sack, L’ rope, torch, 39cp

RIP
Stinky Pete, Ostler — Spine snapped by tackling Kith


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 Post subject: Re: Luck Questions
PostPosted: Wed Jun 06, 2018 5:23 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 16, 2012 9:41 am
Posts: 2785
Holden Trainer wrote:
Upon leveling can luck be used to add to hit points permanently? What about halflings and thieves?!? I would not allow this as it games the system, but I'm curious what the Forum has to say.


I would say No.

Quote:
I have a 1st level wizard (Int 15, Luck 11) who rolled patron bond, read magic, chill touch, force manipulation, and ward portal so I don't think I qualify for picking spells because all are useless. However, can luck be used to alter the die roll, for example I rolled a 4 for Chill Touch, could I burn luck to alter the roll to 3 (charm person) or 5 (choking cloud)?


Up to the judge, but I think you should read the spell descriptions before concluding that those are useless spells. Sometimes what appears to be useless on the surface is actually quite powerful. For instance, I had a wizard who bemoaned getting ropework....until ropework became the "go-to" spell for all kinds of things. Remember too that you don't need to learn all of the spells you roll....if you want, say, charm person, you should be able to Quest For It. Just leave a slot open for when you get the spell.

Quote:
In a similar manor as above could luck be used to alter the mercurial effects of a spell?


Up to the judge. Burning that Luck might cause your modifier to change, cancelling out the effect of burning Luck though.

In general, if you want to burn Luck to alter your starting spells or mercurial results, or for that matter your occupation, I wouldn't sweat over it. You'll wish you still had that Luck later, when you roll a really lousy corruption, or your body is being rolled over.

Quote:
On a side note, how would the mercurial effect Greater Power (best of two random results) affect the patron bond spell?


"Greater power. The caster is allowed to roll twice for any random element of the spell (duration, damage,
number affected, etc.) and take whichever result he wishes."

The only random element in the spell is patron taint, if you roll a natural "1".

_________________
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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 Post subject: Re: Luck Questions
PostPosted: Thu Jun 07, 2018 7:22 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 1:46 pm
Posts: 3353
Location: Left Coast, USA
FLGS: Bizarro World
Raven_Crowking wrote:
The only random element in the spell is patron taint, if you roll a natural "1".

The Patron will send followers at higher leveled results, when cast on other folk. I'd say Greater Power should apply to that, though admittedly it's a very edge case.

_________________
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC Monsters

PbP Purple Planeteers!

Havarth • Cleric/Zikcub • Animal trainr • L
S11 A11 S9 P15 I9 L7 • AC10, HP12, R0 F1 W2
Glaive+0 1-10
Club+0 1-4
X' chain, sack
Bless, Dtct Ev, Prot fm Evil, Word oCmmnd

Lucius • Cleric/Verlore • Slave • N
S13 A11 S8 P15 I11 L11 • AC10+, HP6, R0 F0 W2
Sword+1 _
Club+1 2-5
Hide armor, flint/steel, green stone, oil 1
Crit table +1
Dark, Holy Sanct, Resist Cold/Heat, Word o Cmmnd

Toby • Squire
S13 A10 S14 P15 I16 L9 • AC10+, hp3, R0 F1 W1
Lg swrd+1 2-9
Scale armor, sack, helm, L’ rope, torch • Com, Chaos, Hobgob

Kelven • Smuggler
S14 A8 S11 P12 I7 L10 • AC9+, hp2(4), In-1, R-1 F0 W0
Sword+1 _
Staff+1 or Sling -1 2-5
Scale armr, waterprf sack, L’ rope, torch, 39cp

RIP
Stinky Pete, Ostler — Spine snapped by tackling Kith


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 Post subject: Re: Luck Questions
PostPosted: Thu Jun 07, 2018 9:31 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 16, 2012 9:41 am
Posts: 2785
GnomeBoy wrote:
Raven_Crowking wrote:
The only random element in the spell is patron taint, if you roll a natural "1".

The Patron will send followers at higher leveled results, when cast on other folk. I'd say Greater Power should apply to that, though admittedly it's a very edge case.


Right you are.

_________________
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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